Precisely. Only it wasnt spanish, but portuguese, unintentionally. I was a bit drunk...That’s Spanish for inertia. I interpreted it to mean that polygonal techniques have a huge amount of practitioners and tooling built up around them, and most people will improve or iterate on something they know before switching to something relatively unknown and unproven.
Well, the word is the same in both languages, then.Precisely. Only it wasnt spanish, but portuguese, unintentionally. I was a bit drunk...
Its called white russian.Well, the word is the same in both languages, then.
BTW, I didn't know that milk could get you drunk.
ًWhy does it look low res and wobbly like that?The voxels are dynamically scaled, and you see them rotate on the wheels as well as move around the scene less than one voxel at a time. I think they're using a different representation such as SDF and layering a voxelised visualisation on top.
The voxels are dynamically scaled, and you see them rotate on the wheels as well as move around the scene less than one voxel at a time. I think they're using a different representation such as SDF and layering a voxelised visualisation on top.
Low res? They can draw the voxels at whatever resolution, but there'll be limits on memory and whatnot as you zoom in.ًWhy does it look low res and wobbly like that?
Because you then break your voxel data structure which is super-optimised to allow fast drawing, in theory. Let's say the wheel is in its own voxel space, so it can rotate. And then the car is, so it can move freely and doesn't have to be grid aligned. And the leaves on a tree, and each rock...you end up with something that isn't a voxel representation of the world, and how do you accelerate the search structures with everything broken down into their own small spaces? The easiest, best way is to represent that space with a different form, like SDF, and then voxelise. Which would look exactly like they're doing here.What's keeping a voxel implementation to have multiple volumes, one for each individual moving part, just like they do with SDFs?
Their 'infinite detail' demo? What demo? Are you sure you're not mistaking them for Euclideon, with their 'unlimited detail' stuff?Low res? They can draw the voxels at whatever resolution, but there'll be limits on memory and whatnot as you zoom in.
Because you then break your voxel data structure which is super-optimised to allow fast drawing, in theory. Let's say the wheel is in its own voxel space, so it can rotate. And then the car is, so it can move freely and doesn't have to be grid aligned. And the leaves on a tree, and each rock...you end up with something that isn't a voxel representation of the world, and how do you accelerate the search structures with everything broken down into their own small spaces? The easiest, best way is to represent that space with a different form, like SDF, and then voxelise. Which would look exactly like they're doing here.
Notice their animation isn't combined with their 'infinite detail' demo. Why haven't they got an 'infitinite detail' scene and be animating that? A car in 'infinite detail', scanned in from a real life model, instead of something that looks like a game model? From a first demo, sure. Two years after the car and destruction was shown, they haven't added that to their 'future of graphics' hyping demos?
Indeed I am. It was the 'the future is volumetric' line, and the lack of visible progress (same demo content from two years earlier). that said, the show reel did incorporate realtime voxelised objects (the people) which is something. That'd be good for VR communications.Their 'infinite detail' demo? What demo? Are you sure you're not mistaking them for Euclideon, with their 'unlimited detail' stuff?
Yes. Voxels are a brute-force solution to volume representation. Representing volumes in a arbitrary form allows conversion to a visual 2D representation however you want, such as traced solids or Dreams' splats or sampling regular-grid voxels.Another question: now SDFs seem to be getting a lot of interest, do you think this non-polygonal solution with make people forget about voxels for geometry? It seems better.
Indeed I am. It was the 'the future is volumetric' line, and the lack of visible progress (same demo content from two years earlier).
THE INEVITABLE VOLUMETRIC FUTURE
MISSION
We are inducing an inevitable paradigm shift in interactive computer simulation and graphics. This allows us to build highly detailed, massively shared, and deeply editable volumetric worlds. There, millions of people will work, play, and enjoy each others' unrestrained creative output
PROBLEM
The currently dominant 3D graphics and simulation paradigm, based on triangle/polygon meshes, is fundamentally flawed
SOLUTION
Volumetric, sample-based geometry: "volume pixels" aka voxels solve these issues - if they can be processed fast enough for real-time simulations on common client hardware.
When scaling from millions of voxels to billions and beyond, one is presented with a difficult data management problem. Atomontage has focused fifteen years of R&D on this challenge, resulting in patent-pending breakthroughs that finally allow volumetric simulations to scale in fully interactive AR/VR applications.
Other features recently proven viable with our voxel tech include complex rigid-body physics, soft-body deformations, standard PBR shaders, and efficient playback of multiple volumetric video streams