Saturday February 11, 2012 10:11 AM AEST

Local company Unlimited Detail promises just that...

By Krishan Sharma
12:04 Aug 26, 2010 | 13 Comments
Tags: unlimited | detail | data | cloud | voxel | graphics | pc | gaming
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Local company Unlimited Detail promises just that...

What would you say to high end graphics without the high end hardware? Unlimited Detail's new technology might be just what you're after.

Ever wondered what the PC gaming landscape would look like in a decade?

Recent years have seen the advent of fluid 3D gaming and motion controllers, but there are other lesser known developments occurring in the industry that have the potential to change the face of PC gaming.

Imagine you had the ability to play the latest PC game at its full potential regardless of the system configuration you are playing on? Nothing less than a revolution in computer graphics would be required to achieve such a feat, you say?

Well you will be surprised to learn that not only has this alleged graphics revolution been in the works for quite some time now, but that the technology comes from a small Australian software startup known as Unlimited Detail.

Revolution in rendering
UD claims that its alternative rendering method can churn out high-quality computer graphics without the need for graphics chips or processor-hungry machines.

The basics of this rendering technology involve ditching polygons in favour of billions of 'point cloud' dots to represent an environment. The claimed result is quite literally unlimited geometric detail while the whole thing runs in custom-built software at smooth framerates on a conventional PC processor.

Original developer and CEO, Bruce Dell, commenced work on Unlimited Detail over three years ago and finally, after significant backing from investors, formed a company in April.

"Major companies have got to a point where they improve the polygon-count in graphics-rendering by 22 percent a year. We have made it unlimited. It's all software that requires no special hardware, so you get truly unlimited detail in your scenes", says Dell.

Voxels vs Polygons
The idea of using atoms or points is also known as Voxels and is not a new concept, of course. However, Voxels have traditionally been limited to graphics applications for the medical and mining industries, not video games.

Analyst Jon Peddie suggests the technology could provide a balance between traditional polygon rendering and computationally intensive ray-tracing methods.

"With Voxels, you create a volume of points and look at those points to see what the picture is all about," Peddie told Wired. "That gives very accurate representations of the world you are trying to render, without taking up too much computational resources."

The unique aspect of Unlimited Details alternative rendering method is the custom built-software, which is said to work like a search engine that finds only the necessary dots to render a particular scene.

 
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13 Comments
H3VIW8
Aug 26, 2010 12:31 PM
skeptical but excited, but i'm guessing it'll be a long time before it actually makes it into my PC.
pkroeze
Aug 26, 2010 2:00 PM
how will this perform with physics is my question.
philo-sofa
Aug 26, 2010 2:15 PM
Of course seeing as the GPU is a faster scalable CPU anyway, wouldn't this run faster via GPGPU anyway?
Athiril
Aug 26, 2010 2:30 PM
I've noticed polygon resolution has been quite shitty in many games even recent games, some have gone backwards than older games :/

Many things are even cheaply textured, not really much better in those two aspects than many games from a decade ago, despite the difference in available crunching power.. all this other fancy shit but neglecting the fundamentals.
Rage09
Aug 26, 2010 3:37 PM
Ok correct me if I'm wrong but this only draws the picture right? It doesn't determine what the picture is?

So AA and other graphic enhancements won't work with it. I don't fully understand how exactly the graphics card works but since its only the rendering you'd still need something to tell it what to do. Admittedly the rendering is the most intensive of the efforts but there would still be some work for a gfx card to do in the way of enhancements and as mentioned before physics.

If it becomes widespread I can see hardware versions of it replacing a standard graphics card.
xBomx
Aug 26, 2010 10:10 PM
multi-core cpu would prove to be relevant and more meaningful, assigning specific algorithms to a specific cpu and such,eg physics assigned to core 3 etc, after all codes require computations.

But i reckon that it is an impractical approach to have a software algorithm as a substitute for GPU, it takes a lot of time for people to code as it is.

so GPU would preferably and still conventionally be for rendering textures because it is allot more convenient to have such an apparatus doing it for you.
clockworkman
Aug 26, 2010 11:03 PM
sounds like biomimicry, only, its... physicmimicry??
(wow, that was almost more stupid than a youtube comment)
xBomx
Aug 27, 2010 6:59 AM
/\ think of it as an electronic synthesizer keyboard/piano, but instead on a software based platform.

now think of this method on a graphical platform, it is however a same method, whether it'll be sound or graphics it is nonetheless software emulating the hardware.

the problem is that when u have too many algorithm working all at the same time eventually, theoretically the beat of frequency's would be of beat, so specifically you'll run into trouble of not having things synchronizing in real time such as not rendering in time etc.

but there method seems to be proven positive ('point cloud dots' instead of polygons) now the interesting thing is that this method has already been established on newer game titles for the PSP and PS3 (PS are known to have designers paint the canvas on screen so to speak).

although it would look like crap on your HD monitor cause it is lacking on details, think of it like a painted canvas image vs an image of a comic image (doted pics)
17
Aug 27, 2010 11:22 PM
Application to games will be difficult as said, but if it's used in conjuntion with GPUs rather than in place of them I think there'd be genuine advantages.

Also, it seems like it'd be incredibly useful with 3D design and animation. If they can load textures fast enough, real time editing (without recalculating lighting, etc) would be incredible.
xBomx
Aug 28, 2010 10:27 AM
games like final fantasy 10 (PS2), FF12 (PS2) and FF 13 PS(PS3) used allot of graphical finish touches and touch ups, relatively in conjunction with the GPU.

the PSP had followed up successfully with similar methods which are difficult to trace due to its small screen.

as in comparison to PC's, games like Crysis usually stand out of the lot, lazy programmers that let the GPU do all the work.

in some advantages, games that gets ported from console to PC's gets the advantage on such touch ups. you won't see Crysis on console's for these reason, but you will see Crysis 2 on all platform and graphically better.
bcarm17
Sep 7, 2010 7:36 PM
Unlimited details website disappeared! Thus the idea couldn't of been that great, if they couldn't find a sponser.
XICO2KX
Oct 11, 2010 8:25 PM
If anyone is interested in this awesome new technology, you can check the latest news/developments at the semi-official Facebook page at: http://www.facebook.com/group.php?gid=105528666147262
;)
z0d14cm45t3r
May 11, 2011 1:20 PM
With how this technology work. It will be interesting how they will combine the polygon base rendering with this new particle based technology.

One way i think they're going to achive this is to put the particles on the polygon base object for setail and use the polygon for basic object funtions.

It would be just like the human body. Were the polygons are the bones and muscles, and the particles are the skin and clothes.
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