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PostPosted: Fri Jan 30, 2009 4:09 am 
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I'd like to mention Unlimited Detail, a technology developed by Bruce Dell, which does in fact do exactly what he claims it does... Render incredibly detailed 3D scenes at interactive frame rates... without 3D hardware acceleration. It accomplishes this using a novel traversal of a octree style data structure. The effect is perfect occlusion without retracing tree nodes. The result is tremendous efficiency.

I have seen the system in action and I have seen the C++ source code of his inner loop. What is more impressive is that the core algorithm does not need complex math instructions like square root or trig, in fact it does not use floating point instructions or do multiplies and divides!

When Bruce first visited my old work place, touring the local developers looking for business partners, I was a little skeptical. His claims were big, his terminology seemed a bit strange, and he appeared to be ignorant of some programming issues. I later realized he was in fact the real deal. As a self taught programmer, somewhat isolated, and not having commercial software engineering experience, he simply had a few gaps in knowledge and language. Once I realized this, his research was even more impressive as there should be greater room for improvement and optimization beyond the impressive results he demonstrated.

I have personally evaluated Bruce's technology and yes there are some weaknesses but this is true for any system, be it polygons, ray tracing or other. Since the system can output a Z-Buffer, there is no reason this technology cannot be mixed with classic techniques for increased visual quality.

I'd be bold enough to say that if Bruce had invented this 15-25 years ago, the video game tech related industry might now look completely different.

I wish Bruce well, and for the folks reading, I'd look out for impressive 3D games on mobile phones and other such devices soon.

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Too much detail! Try this with polygon models. (sorry, full size link broken)
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Broucher (sorry, link broken)

Edit: Most ancient images recovered and hosted locally as smaller .jpgs.


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PostPosted: Fri Jun 05, 2009 3:51 am 
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:shock: :shock: :shock:
I'm waiting for a public demo.

Until then i'll remain skeptical


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PostPosted: Fri Sep 25, 2009 6:18 am 
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Hopefully he still isn't programming using variables based on fruit :lol:

As for the 3d i can vouch. I grew up with his brother. Saw this 1st hand in its early days.


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PostPosted: Mon Nov 16, 2009 12:00 am 
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Looks interesting. I can't wait for a demo of sorts.

~DtD


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PostPosted: Sat Nov 21, 2009 1:06 am 
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If he wants to be taken seriously, he should avoid the hyperbole and give some straight talk.

The example models appear to use a lot of instancing. What are the actual storage costs for non-instanced data?

Is animation possible? You can't make convincing environments with "dead" worlds.

Is antialiasing possible? This is a downfall of many point-rendering systems.

Can a physics system work with the rendering model data, or does it need its own database?


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PostPosted: Sat Mar 20, 2010 1:05 am 
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Found this youtube video for it. http://www.youtube.com/watch?v=Q-ATtrImCx4

Quite alot of views. Seems to be getting quite popular since you made this thread (i remember doing a google search and didn't find much...infact this thread is still the 3rd result on google when searching for "unlimited detail")


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PostPosted: Sun Mar 21, 2010 4:58 am 
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Seems a little far fetched to expect this to be an intuitive way to create 3d artwork, which seems to be indicated by the shitty looking geometry in all the demonstrations thus far.


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PostPosted: Sun Mar 21, 2010 6:49 am 
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DrEvil-OB wrote:
Seems a little far fetched to expect this to be an intuitive way to create 3d artwork, which seems to be indicated by the shitty looking geometry in all the demonstrations thus far.

Everything you've seen so far is programmer art by Bruce himself. From discussions with my artists friends, they quite prefer sculpting and it seems sculpting is growing in popularity:
http://www.3d-coat.com/
http://www.pixologic.com/home.php
http://usa.autodesk.com/adsk/servlet/pc ... eID=123112
http://www.blender.org/development/rele ... ulpt-mode/

I'm not sure exactly what Id software did with clay models, but I recall them being used to help with Doom art:
http://romero.smugmug.com/Video-Games/T ... 4482_rE9zd

39ster wrote:
Found this youtube video for it. http://www.youtube.com/watch?v=Q-ATtrImCx4

Quite alot of views. Seems to be getting quite popular since you made this thread (i remember doing a google search and didn't find much...infact this thread is still the 3rd result on google when searching for "unlimited detail")

Yeah, someone uploaded the videos from http://www.udt8.com and that started quite a buzz.

By the way, I joined up with Bruce some months after that original post. I've validated the technology and plan to develop it through to a commercial SDK. I'm under NDA so won't discuss details about the tech or business. We had no intention to create any internet buzz until there was a product ready to license and demonstrations much more impressive than that old stuff. Unfortunately I won't be able to answer questions about UD here, I do look forward to being able to do so in the future.


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PostPosted: Mon Mar 22, 2010 12:59 am 
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Nice. I just seen your name here http://www.udt8.com/contact.html

Pretty cool that i found this on a completely non-gm related site, then find out you're part of the team.


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PostPosted: Mon Mar 22, 2010 2:18 am 
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Definitely looking forward to seeing more, but surely you can understand the skepticism from what has been shown already. You'd think an artist would be involved in the process early to really drive home the wow factor. Trying to sell 'the next best thing' with programmer art isn't going to cut it.


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PostPosted: Mon Mar 22, 2010 5:52 am 
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I also notice that the colour looks a little off/weird. Is this due to programmer art or is there some sort of graphical limitations with rendering?


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PostPosted: Mon Mar 22, 2010 11:11 am 
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Greg wrote:
...Unfortunately I won't be able to answer questions about UD here...
I humbly apologize that I am not going to discuss UD further here, though I would certainly love to answer each and every one of your questions.

Look out for future demonstrations including art from real artists, moving lights and objects, animation, lovely colors, unique geometry (not just thousands of the same rocks/trees/weird-animal-thing). Hands on demos at future trade shows, eventually an SDK to play with yourself.

This is just the beginning. Please be patient. :)


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PostPosted: Mon Mar 22, 2010 12:06 pm 
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haha ok well if it can do those things (moving lights and objects, animation, lovely colours, etc) then that sounds pretty damn good.


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PostPosted: Thu Mar 25, 2010 11:45 pm 
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May I recommend taking website offline until you make it a little bit better?

You should also change the logo to something catchy, this reminds me to Yu-Gi-Oh cards, and whole site looks kind of, 16 bit?

Other than that - very impressive work for few men. Tonight I saw the video, got excited all over again (first time it was with Jules Urbach and OTOY - Google if not familiar). I hope you guys will find resources, because without them, you could be a genious and still fail to deliver a real product.

I've got a feeling that there are going to be a lot of changes, maybe even a different name? :mrgreen:

I wish you luck, and, oh, can you post some information about "Unlimited Detail" so someone could make a Wikipedia page?

Thanks, Greg.


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PostPosted: Tue Aug 02, 2011 4:30 am 
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New video for anyone who's interested:
http://www.youtube.com/watch?v=00gAbgBu8R4


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