?? he didnt actually explain anything there aside from drawing comparisons with a system (google) which uses many thousands of computers to achieve its effect. sounds like vapourware to me, be nice if it wasn't, but yeah.
It's quite a simple concept. Essentially he was talking about models that are made entirely up of little dots. These models are even more system intensive than polys, when drawn as A WHOLE. In this method the only "dots" that you see are the ones you actually can see. Anything at the back of the "model" or out of view just doesn't exist in the render OR AT ALL AS A MODEL at that point in time. The frame is then rendered at your screen resolution (as it is now). I believe there is another algorithm that can clean up the dots that make the model depending on your resolution. Making it even more streamlined I guess. It's the collision and physics aspect I'm wondering if they'll nail, or maybe it will be just used to environments or even hybridised (?) with polygons. Also wondering about light reflection, etc.
It makes sense. We can extrapolate all this incredible data into future projections using technology, but with graphics we still seem to be stuck in an old way of thinking. If you can somehow use clever algorithms to streamline the graphics screen drawing process, then it will got a long way to being smarter... and not just bigger and faster.
That's my understanding anyway.
Last edited by grandinferno; 12-03-10, 09:48 PM.
Reason: Missed bits...
Looks pretty neat. Maybe a combination of technologies in the future can be used. For landscapes the un-limited detail engine and for conventional vertex computation models using 3D polygons can be used.
It does seem like there will be a merging of the two technologies.
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