Sorry if its already posted. but I think youll all see this very interesting
http://www.youtube.com/watch?v=00gAbgBu8R4
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Sorry if its already posted. but I think youll all see this very interesting
http://www.youtube.com/watch?v=00gAbgBu8R4
Apparently, Euclidion has given up on trying to use it for games. They scrapped the 3D game engine idea and are offering a service to use the technology strictly for visualization and presentation purposes. Essentially, it works when everything is static and standing still, but they can't seem to get things like animation and collision detection to work. And although the dots are easier to process, the memory usage for such 3D worlds would supposedly be in the pedabytes if the 3D models are all unique. But there are several companies that have been working on the same tech for years, so hopefully someone will get things figured out eventually...superclockedsource?
[QUOTE="superclocked"]Apparently, Euclidion has given up on trying to use it for games. They scrapped the 3D game engine idea and are offering a service to use the technology strictly for visualization and presentation purposes. Essentially, it works when everything is static and standing still, but they can't seem to get things like animation and collision detection to work. And although the dots are easier to process, the memory usage for such 3D worlds would supposedly be in the pedabytes if the 3D models are all unique. But there are several companies that have been working on the same tech for years, so hopefully someone will get things figured out eventually..._SKatEDiRt_source?Voxel rendering is old tech..Euclideons Given Up On Unlimited Detail For Games?http://www.euclideon.com/ Create annotated presentations with bookmarks and labels Take measurements at the precision of the data set Display data on base maps* Overlay map data with KML It's a scam for funding: "To quote the video, the island in the video is one km^2. Lets assume a modest island height of just eight meters, and we end up with 0.008 km^3. At 64 atoms per cubic millimeter (four per millimeter), that is a total of 512 000 000 000 000 000 atoms. If each voxel is made up of one byte of data, that is a total of 512 petabytes of information, or about 170 000 three-terrabyte harddrives full of information. In reality, you will need way more than just one byte of data per voxel to do colors and lighting, and the island is probably way taller than just eight meters, so that estimate is very optimistic. So obviously, its not made up of that many unique voxels. In the video, you can make up loads of repeated structured, all roughly the same size. Sparse voxel octrees work great for this, as you dont need to have unique data in each leaf node, but can reference the same data repeatedly (at fixed intervals) with great speed and memory efficiency. This explains how they can have that much data, but it also shows one of the biggest weaknesses of their engine. Another weakness is that voxels are horrible for doing animation, because there is no current fast algorithms for deforming a voxel cloud based on a skeletal mesh, and if you do keyframe animation, you end up with a LOT of data. Its possible to rotate, scale and translate individual chunks of voxel data to do simple animation (imagine one chunk for the upper arm, one for the lower, one for the torso, and so on), but its not going to look as nice as polygon based animated characters do. Its a very pretty and very impressive piece of technology, but theyre carefully avoiding to mention any of the drawbacks, and theyre pretending like what theyre doing is something new and impressive. In reality, its been done several times before."
[QUOTE="_SKatEDiRt_"][QUOTE="superclocked"]Apparently, Euclidion has given up on trying to use it for games. They scrapped the 3D game engine idea and are offering a service to use the technology strictly for visualization and presentation purposes. Essentially, it works when everything is static and standing still, but they can't seem to get things like animation and collision detection to work. And although the dots are easier to process, the memory usage for such 3D worlds would supposedly be in the pedabytes if the 3D models are all unique. But there are several companies that have been working on the same tech for years, so hopefully someone will get things figured out eventually...superclockedsource?Voxel rendering is old tech..Euclideons Given Up On Unlimited Detail For Games?http://www.euclideon.com/ Create annotated presentations with bookmarks and labels Take measurements at the precision of the data set Display data on base maps* Overlay map data with KML It's a scam for funding: "To quote the video, the island in the video is one km^2. Lets assume a modest island height of just eight meters, and we end up with 0.008 km^3. At 64 atoms per cubic millimeter (four per millimeter), that is a total of 512 000 000 000 000 000 atoms. If each voxel is made up of one byte of data, that is a total of 512 petabytes of information, or about 170 000 three-terrabyte harddrives full of information. In reality, you will need way more than just one byte of data per voxel to do colors and lighting, and the island is probably way taller than just eight meters, so that estimate is very optimistic. So obviously, its not made up of that many unique voxels. In the video, you can make up loads of repeated structured, all roughly the same size. Sparse voxel octrees work great for this, as you dont need to have unique data in each leaf node, but can reference the same data repeatedly (at fixed intervals) with great speed and memory efficiency. This explains how they can have that much data, but it also shows one of the biggest weaknesses of their engine. Another weakness is that voxels are horrible for doing animation, because there is no current fast algorithms for deforming a voxel cloud based on a skeletal mesh, and if you do keyframe animation, you end up with a LOT of data. Its possible to rotate, scale and translate individual chunks of voxel data to do simple animation (imagine one chunk for the upper arm, one for the lower, one for the torso, and so on), but its not going to look as nice as polygon based animated characters do. Its a very pretty and very impressive piece of technology, but theyre carefully avoiding to mention any of the drawbacks, and theyre pretending like what theyre doing is something new and impressive. In reality, its been done several times before." superclocked just so you know I could've gone without knowing that :/ :p thanks for doing the research for me. Kudos
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