December 29, 201015 yr http://www.youtube.com/watch?v=Q-ATtrImCx4http://unlimiteddetailtechnology.com/
December 30, 201015 yr I saw a few of their videos sometime earlier this year and thought about what it could do for MSFS it looks like a promising technology!
December 30, 201015 yr Amazing!Reminds of the first time I saw the "Mandelbrot Fractals".Looks like they have found a way to "copy nature" in 3D graphics?Efficient use of resources that is...
December 30, 201015 yr Very exciting advance which I'm sure we will see in flight simulation in a few years time. It certainly all makes good sense.IAN Ryzen 5800X3D, Nvidia RTX5080 - 32 Gig DDR4 RAM, 1TB & 2 TB NVME drives - Windows 11 64 bit MSFS 2024 Premium Deluxe Edition Resolution 2560 x 1440 (32 inch curved monitor)
December 31, 201015 yr Very nice! and what I find fantastic about the whole thing is that there trying to due away with the typical usual way like polygons polygons! lol its thinking like this that opens new doors I really hope for the best. :( Cesar Martinez AMD 7800X3D RTX5080 NZXT N7 B650E | G.Skill 32GB DDR5 Samsung 980 Pro 2TB | Crucial MX500 (2×) | Crucial P3 Plus Monitor: Philips Evnia 34M2C6500 QD-OLED
December 31, 201015 yr Not really impressed.. besides if your going to show off rendering you should use at least 720p... There is no color to this at all or any lighting it seems.and it obviously doesn't keep up even with the slowest of movements.
December 31, 201015 yr I believe the point in the video was more to describe the technique, rather than showcase it. Andrew McCluskey
December 31, 201015 yr Amazing, time to do some research.*puts on C++ coder hat* Peter Clemenko IIIFormer AVSIM Staff ReviewerAll posts on the fourm are my own, and not representative of AVSIM.PFE Expansion voice actor"Solving new problems is what keeps us moving forward as individuals and as a society, so don't back down." Garry KasparovI do what I believe is right, not what is popular.
December 31, 201015 yr Well if these folks were in my office and they came in saying they have a great idea.. and not even deliver a "walk through" that is anywhere close to be photoreal.. I'd throw them out too.., probably around the point where they start comparing relational databases to binarary space partitioning..
December 31, 201015 yr Commercial Member Careful who you fire ;) it may be programmer art ;)As you know, it is pretty standard for tech demos to feature mediocre – if not downright awful – art. Like this one;)As vertex counts go up it appears to me an approach like this becomes inevitable - that's been talked about for few years.It solves a lot of present problems too. Not to mention it’s ideal for 3D laser range scanning and such.But it’ll be interesting to see when (and if) this becomes a practical industry solution.Also, real-time tessellation is an intermediate step that works well with conventional 3D...I think we'll see more of it soon.
December 31, 201015 yr But isn't that the problem though you have a 100 artists on staff that only know polygons and textures, and they can be rendered in two ways. Here comes a guy saying wait a minute just use the CPU and produce work with a series of singular points?Now I'm not saying all rendering techniques are the same, but if you are going to say unlimited polygons and you can deliver, I'm sure ILM and PIXAR would already be at your door instead of spending money on a losing battle like raytracing which seems at least 10 years off for anything close to real time.Even the Rage engine has been working for a couple years now and that's suppose to be unlmited textures, and by the looks of it it truly looks to be the first 1080P game out of the 720p consoles.
January 1, 201115 yr Commercial Member That’s a great point about ILM and Pixar...if the benefits are real you’d expect to see this technique in pre-rendered CG first.And like you say there’s a tools infrastructure to set up for the artists. Possibly Mudbox style tools can generate these models.I think why I like this video is just that it shows a revolutionary idea…so CG is still evolving.Is it practical? – I think that’s anybody guess.
January 1, 201115 yr HelloSome years ago now there was a small English startup software house that had an idea.That was RenderMorphics in London, UK. That company thankfully was not shown the door (by folk more perceptive than veeray).Cut and paste from this point>The company was acquired by Microsoft and shortly thereafter joined the fledgling DirectX (then Games SDK) team. Their product, Reality Lab, became the basis for Direct3D and shipped in June 1996 as the key feature for DirectX 2. After that the team worked on DirectX 3, VRML, IE4, DirectX 5 in Windows Multimedia and Chrome and DirectX 6.<Then the hardware came
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