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My reservation is I'm assuming they're doing this by creating a lookup table that you access using camera position and view direction rather than a standard sparse voxel octtree (they have said it's not just a SVO several times over the years if we choose to take them at their word).
If that is the case then omni directional lights might get painful as unlike a camera they're not projecting/looking along a single view direction.
Obviously this all works on the assumption that they aren't just streaming a SVO and are actually doing a 'search engine' of the points. The simplest way I can think to build something like that would be to use the precomputation stage to populate a big lookup table with view direction dependent trigonometry tests.
yes, we've commented on it a lot in the past
With all those deleted posts, it shouldn't surprise if I'm cautious. So now Euclideon concentrates on the geospatial industry; question would be if they finally got at least one patent granted or not.
With all those deleted posts, it shouldn't surprise if I'm cautious. So now Euclideon concentrates on the geospatial industry; question would be if they finally got at least one patent granted or not.
A probably relevant paper: High Resolution Sparse Voxel DAGs
This is pretty much how I though Unlimited Detail worked when they released the first demos with lots of repetitive geometry. If you have a tree, you can easily just make multiple children nodes point to the same subtrees. Technically the result is no longer an tree, but an directed acyclic graph (DAG). Trees and DAGs cannot represent "unlimited detail" without unlimited memory.A probably relevant paper: High Resolution Sparse Voxel DAGs
This video shows how well voxels handle LOD (especially those zoom-ins from above). There's no popping, no visible object mesh transitions and no disappearing objects. Every single small object is still visible at high distance.Are you talking about this video ?
They can sell software licenses (including licensing the engine to be used in other software, if they go that way), no patent is needed.
Do id software, Epic, Crytek, Frostbite have software patents?
Quite a few, to be sure. However...Apart from that how often have we heard of revelations in 3D?
Funny how graphics IHVs still stubbornly stick to rasterizing up to now for a reason.
I'm not always convinced that "for a reason" is always thinking of the best way forward. Keep in mind that if some phenomenally awesome new method came through that was elegant, easy and intuitive to program, and provided a full order of magnitude improvement in rendering, would the IHV's immediately jump on it?
Maybe, so long as their existing IP could wrap around it. But what if instead it was fundamentally incompatible with triangle-based rasterizing? Chances are they'd poo it, and it would get scuttled at the bottom with lots of other technologies.
There are very certainly "reasons", but I cannot be convinced that all reasons were with proper merit. I do not mean to insinuate that Euclidian had the right answer, as I'm keenly aware of all the obvious drawbacks. Nevertheless, I'm still unconvinced that IHV adoption is the right yardstick.
But what if instead it was fundamentally incompatible with triangle-based rasterizing? Chances are they'd poo it, and it would get scuttled at the bottom with lots of other technologies.