“无限细节”如何实现?图形技术有用吗?

发布于 2024-08-28 05:47:06 字数 495 浏览 5 评论 0原文

因此,我偶然发现了这种“新”图形引擎/技术,称为无限细节

这似乎很有趣,因为它是真实的而不是假的。

他们有一些解释该技术的视频,但只触及了表面。

你对此有何看法?通过编程可以实现吗? 还是这只是投资者的一个骗局?

更新: 由于唯一的答案是基于体素的,我必须从他们的网站复制这个:

无限细节方法与迄今为止发明的任何 3D 方法都非常不同。当前 3D 图形中使用的三种系统是光线追踪多边形和点云/体素,它们都有优点和缺点。多边形运行速度快,但几何形状较差,光线追踪和体素具有完美的几何形状,但运行速度非常慢。 Unlimited Detail 是第四个系统,它更像是搜索算法,而不是 3D 引擎

So I stumbled upon this "new" graphics engine/technology called Unlimited Detail.

This seems to be pretty interesting granted it's real and not a fake.

They have some videos explaining the technology but they only scratch the surface.

What do you think about it? Is it programmatically possible?
Or is it just a scam for investors?

Update:
Since the only answer was based on voxels I have to copy this from their site:

Unlimited Details method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are Ray tracing polygons and point cloud/voxels, they all have strengths and weaknesses. Polygons runs fast but has poor geometry, Ray-trace 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

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评论(2

晨光如昨 2024-09-04 05:47:06

底层技术与稀疏体素八叉树有关(例如,参见这篇论文),这并不是什么令人难以置信的事情。视频没有告诉您的是,这些根本不适合需要动画的东西,因此它们对于使用程序动画的任何东西(例如,所有布娃娃物理等)的用途有限。所以他们非常不灵活。您可以获得大量细节,但您是在完全静态的世界中获得的。

该技术在主流游戏中的地位的粗略总结是在这里。您还需要查看 Samuli Laine 的作品;他是一位芬兰研究人员,他将大量注意力集中在这个主题上,并正在解开一些很好地实施它的秘密。


更新:是的,该网站说它不是“基于体素的”。然而,我怀疑这仅仅是一个语义问题,因为他们使用的本质上是体素,但因为它不完全是体素,所以他们觉得能够安全声称它不是基于体素的。无论如何,神奇之处不在于它与体素有多相似——而在于它们如何选择实际显示的体素。这是速度的主要决定因素。

目前,还没有非常快速的方法来显示体素(或近似体素的东西)。因此,要么他们开发了一种全新的、未经同行评审的方法来过滤体素(或类似的东西),要么他们在撒谎。

The underlying technology is related to something called sparse voxel octrees (see, e.g., this paper), which aren't anything incredibly amazing. What the video doesn't tell you is that these are not at all suited for things that need to be animated, so they're of limited use for anything that uses procedural animation (e.g., all ragdoll physics, etc.). So they're very inflexible. You can get great detail, but you get it in a completely static world.

A rough summary of where things stand with this technology in mainstream games is here. You will also want to check out Samuli Laine's work; he's a Finnish researcher who is focusing a great deal of his attention on this subject and is unlocking some of the secrets to implementing it well.


Update: Yes, the website says it's not "voxel-based". I suspect this is merely an issue of semantics, however, in that what they're using are essentially voxels, but because it's not exactly a voxel they feel safe in being able to claim that it's not voxel-based. In any case, the magic isn't in how similar to a voxel it is -- it's how they select which voxels to actually show. This is the primary determinant of speed.

Right now, there is no incredibly fast way to show voxels (or something approximating a voxel). So either they have developed a completely new, non-peer-reviewed method for filtering voxels (or something like them), or they're lying.

空‖城人不在 2024-09-04 05:47:06

您可能会在以下专利中找到更多详细信息:

“渲染三维场景的计算机图形方法”

“一种用于访问的八叉树数据高效流式传输的方法”

- 每个体素(他们称之为“节点”)都表示为单个位,以及更精细的信息体素。

全文可以在线查看:
https://www.lens.org/lens/search ?q=Euclideon+Pty+Ltd&l=en


http://worldwide.espacenet.com/searchResults?subscribed=true&query=EUCLIDEON

You might find more detail in the following patents:

"A Computer Graphics Method For Rendering Three Dimensional Scenes"

"A Method For Efficent Streaming Of Octree Data For Access"

- Each voxel (they call it a "node") is represented as a single bit, along with information voxels at a finer level of detail.

The full-text can be viewed online here:
https://www.lens.org/lens/search?q=Euclideon+Pty+Ltd&l=en

or
http://worldwide.espacenet.com/searchResults?submitted=true&query=EUCLIDEON

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