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Games company claims their graphics are 100,000x better

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Re: Games company claims their graphics are 100,000x better

#143
post #95

Earlier quoted context omitted.

This video is not that fresh. I have seen it already last year and the way how this guys speaks has not changed since then (speaks like a salesmen) ;) Their technique is based on point cloud rendering. My supervisor has proposed already in 2004 how this can be done on a standard PC. Look at his PhD-Thesis [1]. This technique is usable for static objects as well as for dynamic objects; however, using it for dynamic sc…

But did your supervisor ever ship a product that did it?

Yes. We use his original software, XGRT, every day in our research group. All our research about point clouds and geometry is implemented as modules in this software. The software is open source and supports point clouds of really huge sizes, e.g. 80GB datasets, dynamically streamed from the disk.

Re: Games company claims their graphics are 100,000x better

#144

Earlier quoted context omitted.

That and I don't know of anyone (outside of using them as particles) that has successfully created collision models with voxels in real time. The collision calculations of just a few of their scanned rocks and a ground plane would be plenty complex - a whole scene perhaps even a little insane given today's specs. They might have to resort to polygonal collision models in the same way that polygonal games end up using…

What about this: http://www.youtube.com/watch?v=Gshc8GMTa1Y&feature=relat...

Sorry for the belated reply. Yeah, I saw Atommontage and it's quite interesting. Despite the realism of the track marks left and suspension movement, the truck still seems to exhibit some unnatural "floating" feeling. These are the very pitfalls of dealing with lower-res poly collision that I was speaking about. Kind of an uncanny barrier for movement.

I do feel that this author is a bit further along at something ship-able than the Euclideon folks are though.

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