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Exploring Euclideon's Unlimited Detail Engine

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Re: Exploring Euclideon's Unlimited Detail Engine

#2
Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992...

I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known.

Is there something new that makes this particular engine stand out above the previous engines?

Re: Exploring Euclideon's Unlimited Detail Engine

#4
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

notch posted something about downsides of voxel. Like you can't see the same object from different angles, you have a hard time animating things...

Re: Exploring Euclideon's Unlimited Detail Engine

#5
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

I think the big deal is that it's supposed to convert poligon based graphics to voxels in real time. Which I doubt it can actually do, but if it can, it would be kind of cool.

Re: Exploring Euclideon's Unlimited Detail Engine

#6
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

Comanche had shitty detail, as did all the games that came after (Delta Force, etc.) that used the same engine. With this you can zoom down to the pebble.

Supposing this is legit, I'm cautiously optimistic, homie has probably uncovered some very novel techniques that allow the granular level of detail you couldn't do before with voxels, with optimizations that don't require GPU .. this is pretty amazing.

Re: Exploring Euclideon's Unlimited Detail Engine

#7
post #4
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

notch posted something about downsides of voxel. Like you can't see the same object from different angles, you have a hard time animating things...

I can see how animations might be difficult, depending on what sort of data structure one uses to store the voxel data. But why would you not be able to see the same object from different angles?

Re: Exploring Euclideon's Unlimited Detail Engine

#8
post #5
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

I think the big deal is that it's supposed to convert poligon based graphics to voxels in real time. Which I doubt it can actually do, but if it can, it would be kind of cool.

Their polygon-to-voxel technology is a sideline, I believe, and it doesn't sound like it's realtime.

Re: Exploring Euclideon's Unlimited Detail Engine

#9
post #2

Hmm, what's so amazing about it? It's a voxel graphic engine, of course it's going to have great detail and no polygons (duh). That's not new. Commanche had this in 1992... I'm not at all an expert in this area, can someone who is explain what the downsides of voxel graphics are? There must be some serious problems with it, because the technology is well known. Is there something new that makes this particular engine…

I think the big deal is supposed to be the incredible level of detail apparently achieved without being all that taxing on the hardware (though the jury is out on whether it's some sort of trickery - it sounds too good to be true).

Edit: They claim in the article to have devised an approach that no-one else has come up with, and they give this as the reason why no-one else is doing something similar.

Re: Exploring Euclideon's Unlimited Detail Engine

#10
post #7
post #4

Earlier quoted context omitted.

notch posted something about downsides of voxel. Like you can't see the same object from different angles, you have a hard time animating things...

I can see how animations might be difficult, depending on what sort of data structure one uses to store the voxel data. But why would you not be able to see the same object from different angles?

I think he means that you cannot rotate an object and keep it aligned to the voxel grid at the same time. It would be a lossy operation, and require interpolation, just like rotating an image on a 2D grid.
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