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Point Cloud Computer Graphics

edited March 2010 in Technology
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From RPS:
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

  • edited March 2010
    Reminds me of the TED talk by Blaise Aguera y Arcas, from the team behind Seadragon. The idea that resolution should basically be the only limiting factor of graphics is the same:

    Post edited by Dr. Timo on
  • Speaking as a graphics programmer: I am incredibly dubious.

    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.
  • edited March 2010
    This company seems completely legit. I mean, when was the last time you heard people promise a limitless supply of a sought after resource and then, after getting large amounts of capital investment, not deliver results?
    Post edited by Omnutia on
  • edited March 2010
    If the unlimited data wasn't bullshit, Pixar would use it. I point out that in that video, nothing is animated.
    Post edited by Apreche on
  • Yes. Very broadly, search algorithms are mostly optimized by precaching data - you spend time up front to cache it (once) so your (many) lookups later are fast. That doesn't work when the data is changing frequently.

    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.
  • They don't explain what tools they have for artists to create objects with unlimited amounts of detail, either.
    Unless the detail is just "random" based on fractals or something like that, in which case the artist doesn't have any control, and you're basically zooming in infinitely into garbage.
  • Zooming into quite pretty garbage.
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