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#1 |
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Junior Member
Join Date: Dec 2004
Posts: 25
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Sorry if this is a repost:
I was wondering what you guys think about this "point cloud rendering" technology: http://www.tkarena.com/Articles/tabi...e-Know-It.aspx Some of the screenshots are impressive: http://www.tkarena.com/Articles/tabi...1/Default.aspx but I wish there was a frame-rate counter. |
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#2 |
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Member
Join Date: Mar 2004
Posts: 752
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This is definitely interesting and should be for everyone playing games.
Whether or not investors jump on the bandwagon will determine if this is going to be vapourware or a real deal. Hopefully they will consider a PC, Mac and Console versions of the editor.
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Never Argue With An Idiot. They'll Lower You To Their Level And Then Beat You With Experience! |
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#3 |
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Senior Member
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I would not sell myself to this.
It sounds like the typical “Ray tracing could handle more geometry in the same time as rasterisation.” But I am missing a statement about the amount of memory that is needed to store this “better” geometry. Additional I could not find a useful word how texturing and shading works with this. But the biggest problem isn’t even mention. How this technique does handles skinning. Most accelerated raytracing technologies breaks apart when it comes to modify the geometry in real time.
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GPU blog |
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#4 | |||
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,841
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Hehe all this voxel stuff lately is giving me flashbacks to my elementary school science fair project (a voxel terrain renderer)... back then voxels were very cool, but they haven't really moved a long way in the last decade compared to polygons. That said, I'm willing to revisit the idea and indeed voxels still do have several desirable characteristics.
Let me respond to a few points in the article though. The guy did admit that he wasn't a graphics guy though so I'll cut him some slack Quote:
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They're also falling into the ray tracing trap of making claims like "we can render a bazillion peta-tera-bytes of data!" where such a measure is completely irrelevant and misleading. I can render a bazillion polygons too, if the majority are occluded, offscreen or at lower LOD/tessellation Anyways there is one, big, huge argument for using voxels in my opinion: easy, efficient, scalable LOD. They mention it briefly in the article, but really this is entirely the motivation for using such a data structure IMHO. Certainly doing good LOD with polygons isn't impossible (and it can be done without popping contrary to what the article says - check out the skydive from Crysis!), but it's also pretty complicated. I'm interested to see where this stuff goes, and I can understand Carmack's interest in that the design elegantly flows together with virtual texturing (although arguably with voxels you could represent the texture data right in your data set as well, without needing parameterization... maybe that's what he's planning). Thanks for the link! Last edited by Andrew Lauritzen; 26-Mar-2008 at 19:02. |
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#5 |
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French frog
Join Date: Jun 2005
Location: France
Posts: 4,172
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It could be interesting if a mod try to invite Bruce Dell on this board, no?
It seems he is reachable on the tkarena forum
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#6 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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This all looks very similar to something someone was trying to sell to us. I never thought it looked very good.
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#7 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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#8 | ||||
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Junior Member
Join Date: Jul 2002
Posts: 26
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The by far most significant point of ray tracing is that it is much more efficient in rendering geometric detail that has greater resolution than the rendertarget. But the real strong point of this approach compared to triangle meshes is that you can solve the issue of oversampling with voxels very easily and that you can compress them much more efficiently (like pixels). Ray tracing adaptively compressed voxels is definitely very promising. Quote:
You can decide the maximum resolution dependent on resources and desired quality. Think about clip maps in 3D space. Quote:
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#9 | ||
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Senior Member
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My fault. I was thought about sphere voxels instead of cubic ones.
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GPU blog |
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#10 |
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Senior Member
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You were coding a voxel terrain renderer when you were enrolled in elementary school ?!?
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"Any idea worth a damn is already patented... twice" -Mfa |
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#11 | |
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Darlek ******
Join Date: Jun 2004
Posts: 9,501
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ps: how is it better to store a triangle as lots of points rather than 3 points(or vertexs) like we do today ? |
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#12 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,841
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Quote:
I'd certainly be interested in seeing some demos of this in action, although it seems to introduce its share of issues as well - efficiently handling data structure updates being one of them. It's not really as impressive as it sounds... in the simple case of 2D height fields, voxel terrain rendering simplifies to jsut marching along your height-field and comparing heights, while drawing vertical scan-lines up the screen. Come to think of it, it may have actually been Grade 9 that I did the project, but it was many years ago in any case. Last edited by Andrew Lauritzen; 27-Mar-2008 at 18:31. |
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#13 |
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Junior Member
Join Date: Dec 2004
Posts: 25
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I should also mention that this company (Unlimited Detail) are giving a presentation at our company in early April. So I can probably give some more details on any non-NDA stuff then.
They also mention that at this time they are only looking at a "hybrid" solution of using this point cloud technology for game backgrounds and using traditional polygons for game characters. I think they are presenting at a few game companies, so if you work at a game company you may be able to request a presentation. |
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#14 |
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Junior Member
Join Date: Oct 2006
Location: Shanghai
Posts: 58
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Isn't "Image Based Rendering" a better way to render those kinds of objects showed in the screenshots? For game background, an IBR based algorithm would be much more efficient, like Concentric Mosaic, Lumigraph, etc.
Also, point cloud rendering is not anything new, it has already been used for massive rendering like huge amount of crowd. Those kinds of things just come and go, never reached to a full fledged stage. |
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#15 | |
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Senior Member
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Quote:
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"Any idea worth a damn is already patented... twice" -Mfa |
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#16 |
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Registered
Join Date: Mar 2008
Posts: 3
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Hi every one , I’m Bruce Dell (though I’m not entirely sure how I prove that on a forum)
Any way: firstly the system isn’t ray tracing at all or anything like ray tracing. Ray tracing uses up lots of nasty multiplication and divide operators and so isn’t very fast or friendly. Unlimited Detail is a sorting algorithm that retrieves only the 3d atoms (I wont say voxels any more it seems that word doesn’t have the prestige in the games industry that it enjoys in medicine and the sciences) that are needed, exactly one for each pixel on the screen, it displays them using a very different procedure from individual 3d to 2d conversion, instead we use a mass 3d to 2d conversion that shares the common elements of the 2d positions of all the dots combined. And so we get lots of geometry and lots of speed, speed isn’t fantastic yet compared to hardware, but its very good for a software application that’s not written for dual core. We get about 24-30 fps 1024*768 for that demo of the pyramids of monsters. The media is hyping up the death of polygons but really that’s just not practical, this will probably be released as “backgrounds only” for the next few years, until we have made a lot more tools to work with. SQRT may I ask what company you are from, all appointments in America where pushed till May. Please contact me unlimited_detail@hotmail.com Kindest Regards Bruce Dell |
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#17 | |||
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Seriously though, you seem to be the same person who contacted us in 2005. What struck me was, to be honest, that it didn't actually look that good. Quote:
If this is a point-based modelling system, how does it compare to the work that has been presented recently at, say, SIGGRAPH? It seems to me that research in this area looks far better.
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#18 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Impressive when you consider that each pixel on the screen gets probably under 80 cycles of CPU time. Of course if the code is vectorized then the effective number of cycles/pix increases.
I wonder how GPUable this algorithm is? If it was on the GPU I'm sure you could solve the aliasing issues with filtering. Problem is that I would guess this algorithm is a re-projection and hole filling style algorithm which only adds a small number of new points (searched in the data structure) per frame, and point scatter simply isn't very GPU friendly. If you were going to do a GPU version of point splatting, you would only want to draw a small subset of the points per frame and then have an image space algorithm hole fill and "search" for the proper pixels (which is SIMD + TEX cache friendly). Last edited by TimothyFarrar; 27-Mar-2008 at 16:18. |
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#19 | |
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Regular
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As for compressing octree representations of geometry, what's so special about it? For a small thought experiment lets take a triangle, what is the more efficient way to describe it? Voxels or an explicit surface description? Hierarchical voxel/points will compress well enough in general and inherently give you LODs but but their main advantage over explicit surface descriptions (which can be hierarchical too, with inherent LODs) is ease of use and not efficiency. |
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#20 |
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Junior Member
Join Date: Dec 2004
Posts: 25
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#21 |
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Junior Member
Join Date: Dec 2004
Posts: 25
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I saw the (non-NDA) demo presentation a few days ago and have a few mixed feelings about it.
He showed a lot of videos and one real time demo (that he apologized for it being a little bit broken as it had some bad artifacts) I would have preferred to see some of the more game-like levels in real time. Some of the videos seemed game like and impressive. (Also, some of the videos were a bit old and you can see he has come a long way over the years.) And if I could get actual mouse/keyboard control of a game scene demo would have convinced me much more - as being able to fly around and get up close to geometry to look for artifacts is the real test for me. (It is not like anyone could steal anything by providing an interactive demo) The developer admitted that he has been working in a vacuum for the last 10+ years - so he knows very little about how current renderer's work. (Which was very apparent during a Q&A) It appeared that the demos used DX8 to do blitting to the screen. It was also stated that the demos were single core and written in plain non-optimized C, so someone who knew what they were doing could make it run much, much faster. (was a bit distressing to learn he did not know what a memory cache was however) The main claim is that he has found an efficient way to extract point data in an octree without doing ray-casts into the data structure. The octrees were compressed and supported instancing of objects through-out the level. (I really do not know a great deal about octrees to really comment on this) I don't think it was a "smoke an mirrors" presentation, but without seeing some better real time demos I am not 100% convinced. (demos that I can actually control - and display task manager to see mem usage etc) |
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#22 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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By chance I received the following in my inbox earlier this week: (In terms of "point based rendering" I would think that the state of the art would be seen there)
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__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#23 | |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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#24 |
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Registered
Join Date: Mar 2008
Posts: 3
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Could some one please explain to me what memory cache is and why I have never encountered it in C programming.
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#25 |
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Registered
Join Date: Mar 2008
Posts: 3
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what factor of speed would knowledge of this subject give?
P.S there are advantages to working in a vacuum |
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