Wednesday May 23, 2012 4:34 PM 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...

"The algorithm takes point cloud data and files it in a certain way so that it can be quickly sorted and accessed. When the algorithm searches for points, it doesn't do so indiscriminately. Instead of putting a trillion dots on screen and covering the ones you don't use, we only grab the atoms we need for each pixel", explains Dell.

In other words, the workload depends on screen resolution, not the underlying geometric detail of the scene being rendered.  The UD guys claim the algorithm is so efficient it runs in real-time in a single thread on just one core of a conventional PC processor. Apparently, it will even scale down to simple CPUs in mobile devices.

A long way to the top
The claims are no doubt high and it is important to remember that the company has yet to even publicly present a live demo. Only a few graphics programmers, investors and industry analysts have actually seen this software in action and those who have are bound by tight non-disclosure agreements.

Chip makers such as Nvidia have already weighed in and concede that while graphics rendered using Voxel can run on modest system requirements, they are not as precise as polygon based graphics.

Even if Unlimited Detail delivers on its promises, it will face an uphill battle in getting software makers to adopt a new rendering method that will require significant changes to traditional workflow processes and legacy systems. 

SDK and product demos to come
The UD team, which also includes members from Australian game development company Auran, are currently hard at work developing the SDK for commercial release. While the team declined to provide a concrete release date, they did hope to appear again in a few months with the first demos.

"The technology is excellent, and we are continually surprised with how far we can stretch it, and in time we will be a bit more public", said Dell.

A GPU-less future?
With alternative rendering technologies and cloud computing based services such as OnLive removing the need for beefy gaming rigs and overpowered graphics cards, will there even be a need for dedicated gaming PC's in the future? There is of course a long way to go for both of these technologies but there is no questioning the potential impact on the industry if either gain any traction.

Unlimited Detail and OnLive are two very different beasts entirely but both have the amazing potential to end the hideous cycle of yearly upgrades and effectively open up the PC gaming market to a wider audience, which can only be a good thing for the industry.

 
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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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