Technical Analysis on euclideon's "Unlimited details" Engine

Source: Internet
Author: User

Yesterday I saw a shocking video, address here http://www.tudou.com/programs/view/2oH1zMMCWqY/, the video claims the infinite detail engine technology and the current mainstream 3D engine technology is completely different, the traditional 3D Engine Technology Based on polygon, the richness of image details depends on the number of polygon and texture details, while the "infinite detail" technology uses the same atomic arrangement as the natural world to render images,
Or the point cloud technology, based on video claims, can increase the details by 0.1 million times than the current 3D engine, and completely does not use the graphics card's 3D computing power, completely pure software technology, and eventually reaches 20 FPS, if all this is true, it will surely subvert the existing 3D rendering technology. For this reason, I have been thinking about it for a night, and today I found some technical details on its official website.

Unlimited detail's method is very different to any 3D method that has been has Ted so far. the three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. polygons run fast but have poor
Geometry, ray-tracing and voxels have perfect geometry but run very slowly.
Unlimited detail is a fourth system, which is more like a search algorithm than a 3D engine. it is best explained like this: if you had a Word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every
Place that word appeared in the document. google and Bing are also search engines that go looking for things very quickly. unlimited detail is basically a point cloud search algorithm. we can build enormous worlds with huge numbers of points, then compress
Them Down to be very small. the unlimited detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn' t touch any unneeded points, all it wants is 1024*768 (if that
Is our resolution) points, one for each pixel of the screen. it has a few tricky things to work out, like: What objects are closest to the camera, what objects cover each other, how big shoshould an object be as it gets further back. but all of this is done
A new sort of method that we call "mass connected processing ". mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.
The result is a perfect pure bug free 3D engine that gives unlimited geometry running super fast, and it's all done in software.

 

After reading it, I probably understood its principle, although it still feels incredible.

1) Unlike the traditional 3D technology, this technology is more like a search technology and a point cloud search technology.Algorithm;

2) describe the world with massive points, and compress the point data for ease of use;

3) the position and orientation of the camera are used to search for the desired points in the screen. No unnecessary points will appear in the search result set;

4) if the image resolution is 1024x768, the final search result is 1024x768;

5) during the search process, consider the points that are too close to the camera and the objects that are overwritten;

6) All these are done through a new sorting method called "mass connected processing;

7) These vertices are used to render the screen, and all these processes are completed in the CPU software.

 

this technology is indeed different from the traditional 3D rendering engine. The core algorithm of this technology should be search and sorting. If the final returned point set is 1024x768, so it is true that there is little to do with GPU in rendering, and pure software rendering is enough.

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