呃,这是巧合么= =
1年前就看到过这个制作组做的东西,不过引用IA的2句话:
persionmoon1需要看这句:
No hardware support = technique only useful in software renderers.
回LZ的:
It’s not really unlimited, don’t be naive Smiley By “unlimited”, he really means that the scene complexity doesn’t linearly influence the frame rendering time; but each dot still requires memory, so you’re really limited by the memory your computer has and by the performance of the point-cloud ray-casting algorithm.
IMO it’s far from being at the level of state-of-the-art 3D engines (yet). 15 fps @ 1024x768 ? that’s a low framerate and a pretty low-res nowadays. No anti-aliasing; your cpu is used at 100%. In comparison, a 1680x1050 x2aa scene running at 60 fps on a modern gpu requires ~18 times more performance than that.
Then there’s the issue of precision; in the video, it’s hard to see because of the low quality but if you look carefully at plants when they pass in the foreground, you’ll see that the accuracy is pretty low, like a few centimers between points. That’d be equivalent to having a 128x128 texture applied per square meter; to get something similar to the virtual texture resolution you find in games, you’d need millions of points per square meter, like one every millimeter.
不过他们的进展似乎很大,很期待他们能做成一个运用此技术的游戏。
ps:
在2:55听到了他们说过程生成,来产生这些细节。
进过一番探索,发现了如下真相:
Its all Hype, Euclideon is just wanting buyers. Their technique has been around for many years, and it also make animation extremely difficult. What people don’t understand about it is it requires near infinite memory to store the information, >1TB is right, but not just >1TB, >10TB, maybe more depending on the information. Euclideon is not the first to do this, they are just taking something made by someone else, improving it, then calling it their own. Check out http://notch.tumblr.com/ He clearly states they are Snake oil Salesmen.
简单来说,这是一种voxel(像素)渲染技术,他通过直接在屏幕上绘制像素点来替代多边形。最大的问题是存储,如果没有过程生成助阵(他们使用了Sparse voxel八叉树算法,八叉树是不是很耳熟?广泛运用于无限星辰),他们几乎需要无尽的空间来存储无尽的细节(请看上面引用中的链接),其次,实现动画也几乎不可能。至于评论大家看我的引用内容就好。
未来技术,现在完全拖不起,将来或许真能用这来模拟原子甚至夸克组成的世界。
完全听不明白 压力大呀 = =
強大額。。。
我为什么需要看那句;A040;
再说了,不需要硬件的软件是神马?
体素
维基百科,自由的百科全书
体素或立体像素(voxel),是体积像素(volume pixel)的简称。概念上类似二维空间的最小单位——像素,像素用在二维电脑图像的影像资料上。体积像素一如其名,是数位资料于三维空间分割上的最小单位,应用于三维成像、科学资料与医学影像等领域。有些真正的三维显示器运用体素来描述它们的分辨率,举例来说:可以显示512×512×512体素的显示器。
如同像素,体素本身并不含有空间中位置的资料(即它们的座标),然而却可以从它们相对于其他体素的位置来推敲,意即它们在构成单一张体积影像的数据结构中的位置。
http://zh.wikipedia.org/wiki/%E9%AB%94%E7%B4%A0
这个其实不是这个技术里的 搞错了
Unlimited Detail 应该是个商标之类的名称,视频也讲了,大概是10万倍于现在的多面体规模,并非字面意思,或许说硬件的发展是无限的,这个detail将来也可以是无限的
Unlimited Detail Technology
http://www.unlimiteddetailtechnology.com/
其实http://notch.tumblr.com/post/8386977075/its-a-scam里讲得已经很清楚了,这并不是一个很神奇的新技术。
ps:叫你看那句的意思是说没有硬件(当然我们这里特指显卡)支持的效果只能用软件来实现,言下之意就是效率很低。
How does it work?
If you have a background in the industry you know the above pictures are impossible. A computer can’t have unlimited power and it can’t process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it’s real and it all works.
Unlimited Detail’s method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly.
Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like ‘money’ the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call “mass connected processing”. Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.
The result is a perfect pure bug free 3D engine that gives Unlimited Geometry running super fast, and it’s all done in software.
http://unlimiteddetailtechnology.com/description.html
这显然是未来的技术,近未来吧,所以以现在的事实去否定就不妥了,就我看,他们现在还在完善软件,至于硬件支持,这种大规模并行的东西GPU再适合不过了,到时候添加支持就是
挺玄乎的,不过没有AA,没有lighting,一切都还不好说,甚至动画也不展示一个
不过视频里貌似说几个月内推出SDK,蛮期待的
完全不知所谓云云~
视频说场景里面的石头是Real world imported to virtual world,原来是逆向工程建模,这种技术要建模估计只能用实物点云扫描和Zbrush雕刻
NX的技术…
你为什么只听前一句而不听后一句呢?
搞错了。 呵呵您
实际应用 还有一段路要走~~慢慢等
any update?any update?any update?any update?any update?any update?any update?any update?any update?any update?
这个项目已经沉寂很久了…