Unlimited Detail Real-Time Rendering

wasn't this posted the other day, then people who know stuff explained it was just a way of trying to get more money, and that they are behind other research teams doing the same technique?
 
A lot of the model details look good, but the lighting is pretty ugly.
Toward the end of the video they explain that they're only using two shades of lighting for that demo. They show another model with (256?) shades that will be in the next demo.

More power to them! The concept is good. :)
 
I must be missing something here. I rather thought the point to using a smallish number of polygons per unit area was that the computation required got thoroughly out of hand when you tried to draw too many. Splitting the same area into a much larger number of slightly spaced apart polygons, even if calling them atoms, doesn't obviously improve matters.

Why would rendering a spectacular number of tiny dots be easier to do than a large number of polygons? Tragically there doesn't seem to be any reasoning behind the idea in the youtube video, just lots of pictures.
 
I'll believe it when I see it, that video could just be standard pre rendered stuff.

Hard to believe they didn't hire an artist for what they call one of the greatest breakthroughs in 3d graphics.
 
Outcast worked pretty well on my old Pentium 3 setup, tho I found the voxel landscape somewhat nauseating (a problem I always have with voxel games) whereas polygon based engines I don't have a problem.
 
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