Papa6 Posted August 11, 2011 Share Posted August 11, 2011 say bye to polygons and hello to atoms http://www.neowin.net/forum/topic/1016514-unlimited-graphics-in-games-end-of-polygons-and-introduction-of-atoms/page__pid__594210358#entry594210358 This sounds very promising... Quote Link to comment Share on other sites More sharing options...
Operative Posted August 11, 2011 Share Posted August 11, 2011 Watch this too: Quote Link to comment Share on other sites More sharing options...
Rocky Posted August 11, 2011 Share Posted August 11, 2011 Very interesting. Always a bit sceptical when demos like this only show the positive features, what are the difficulties ahead? Hope they can pull it off, and I hope these tech heads get someone from a gaming studio on board quick before they go too far down a line that has potential pitfalls for developers. Quote Link to comment Share on other sites More sharing options...
Papa6 Posted August 11, 2011 Author Share Posted August 11, 2011 well the demos are quite inferior in that the people are not modellers. BUT, this may very well render all current graphics cards useless since they are geared for polygon math work. We may see a new generation of cards on the horizon. but this could truly turn out to be a great advance in technology seems to make a truly realistic environments Quote Link to comment Share on other sites More sharing options...
Zeealex Posted August 11, 2011 Share Posted August 11, 2011 ah but did they not say that the polygons can be converted to atoms? at worst the Graphic card and the CPU will come under mores strain because of the conversion. i doubt that the Atom thing will render cards useless, Nvidia and AMD will no doubt roll out Atom range cards for full compatability Quote Link to comment Share on other sites More sharing options...
Operative Posted August 11, 2011 Share Posted August 11, 2011 I've read that it's CPU dependant only. Also, some people don't trust the demos because they show few model variations. Some scenes are composed of only 5 or 6 models copy/pasted. Quote Link to comment Share on other sites More sharing options...
101459 Posted August 12, 2011 Share Posted August 12, 2011 (edited) Euclideion certainly have generated a lot of buzz; evem their original site was pretty interesting in it's time... Mark Persson posted a valid, though rather scathingly cynical recitation in his blog here about some of the problems and limitations with this approach to 3D render, that have only to a limited degree been countered by Bruce Dell (Author of the engine) in this interview with GSI... Basicly to get away from the memory, processing, and animation constraits with this kind of render, short of the iterative cell-like approch would require some really elaborate interpolation that in crude terms only calculates things like position and color values for a very small percentage of the particles, and the rest are interpolated as values based on adjacent particles, table and/or vector data. Saying 'never' about someone this comitted, enthusiastic and obviously talented, might well turn out to be a word eating experience; but there are some enormous hurdles to get past to make this into something practical with tools people can use -- and the math involved to make it efficient all look convincing will have to be fairly dazzling. It will be fun to watch and see what happens! Edit: There's an interesting video interview on PC Perspective here with John Carmack where he discusses some of the ins & outs of Voxel/Particle render "...and more..."... Edited August 15, 2011 by 101459 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.