Many thanks for sharing this with us! It's a long video and I'm very interested in watching it carefully, so I'll do that later.
Many thanks for sharing this with us! It's a long video and I'm very interested in watching it carefully, so I'll do that later.
Well, I watched the whole video. I liked it, but I missed seeing more practical material. For instance, they spend a lot of time saying how polygons are not suited for this and that, and how polygons have a lot of drawbacks related to a proper representation of matter and performance-wise (UV data, interactivity and dynamic simulation, etc.), but they don't show how their solution would be better in most of those aspects.
There's a part in this video where they explain precisely that (scaling and rotation), but they insist on using the term "voxel" and even say that their solution is more advanced that SDFs, point clouds, etc.I don't think that's voxels. Here's a demo from two years ago basiclaly showing the same thing -
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.
...if you say that polygons limit the interactivity and dynamic simulations, please show some examples with your tech that feature a higher level of interactivity and dynamic simulation, not just carving stuff.
The more I see footage from Dreams, the more I think this path should be further followed, researched and improved.
View attachment 2870
The detail in that tree character is fully geometrical. I don't think there's a current game with a polygonal character with the equivalent amount of polygons needed to represent the same level of detail (I mean, without normal maps).
It is representing true geometry/volume in 3d coordinates, it's not an illusion over a plane, as normal maps over polygons are.Well that’s because it’s not technically “geometrical” is it?
It is representing true geometry/volume in 3d coordinates, it's not an illusion over a plane, as normal maps over polygons are.
When I talk about "geometry" I'm just talking about the volumes (polygons also create "volumes", don't they?) that make things in the 3d world, be it polygons, SDFs or whatever. I'm not debating the use of the word per se, I'm just making a point that the amount of "non-2d" detail achieved in Dreams can be very high.That’s what I mean, it’s volume but not geometrical
It was a good attempt at a joke and I actually looked up whether it was right or not, updating my school-level understanding of 'geometry'. Dreams isn't Geometry as covered in typical school - all triangles and trig and Cartesian coordinates - but Geometry as a discipline is about describing shapes and volumes with numbers, however that's done. SDF et al are just different forms of geometric representation.But we all got what you meant.
Of course, we need an adjective, but both words are an adjective, hence my question."Geometrical" is the adjective form, so that one to describe the detail.