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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.It seems interesting, but seeing as how there are only statics that they show, I'm holding off any judgement until I see more. Still, quite interesting.
Comments
They throw around the word "unlimited" far too many times for comfort, particularly in terms of how their system manages "unlimited" data with limited resources (memory and CPU).
That said, there is a chance they're on to something. Point cloud rendering isn't an entirely new thing, and their major (only?) innovation appears to be whatever search algorithm they use to manage it.
They also don't address lighting calculations, which is the most expensive part of the rendering process itself.
They don't explain what tools they have for artists to create objects with unlimited amounts of detail, either.