Hi, Voxels stored in octrees are pretty usual in medical science where you need a true 3D representation of an image. However, the data structures are too heavy to be modified in real-time, so it's impossible to make any animations (unless they're pre-rendered).
I don't understand why those guys try to market the Unlimited Detail system for games. Drawable voxels will not appear in the gaming world before we get some revolution in either RAM sizes or SSD speeds. It's just too heavy for anything other than static scenes. Voxels in a pure 3D bitmap are used in some games to store the shape of environments, but that's about it. Br, Jouni 2012/5/27 <[email protected]>: > Hello, > I’ve seen it a year ago in a German computer TV show. Looks fantastic, you > can zoom in and zoom in and have all the details not lost, but otoh the only > thing I’ve seen until now are static scenes nothing with animation. Here’s > the link http://www.euclideon.com/ . Not much information about how it > works, in TV they said something about point clouds, if I am right, it’s a > time ago. > > From: Juha Mukari > Sent: 27 May, 2012 13:25 > To: [email protected] > Subject: Unlimited Real-time rendering technology... > > I started to think that, does realsoft already have something similar? > Metaballs with procedural rendering ( > http://www.realsoft.fi/manual/manual/modeling/metaball.html ): > > Here's video from unlimited real-time rendering: > http://www.youtube.com/watch?v=UKUuUvDSXk4 > it looks like they have something similar... 3d sprites or something like > that.
