POV-Ray : Newsgroups : povray.off-topic : Euclidean infinite detail : Re: Euclidean infinite detail Server Time
1 Jul 2024 01:50:25 EDT (-0400)
  Re: Euclidean infinite detail  
From: Nekar Xenos
Date: 1 Nov 2016 15:32:37
Message: <5818edd5$1@news.povray.org>
On 2016/10/27 10:58 AM, scott wrote:
> So do you remember Euclidean and their "infinite detail" engine? If not
> there are plenty of videos on YouTube like this one:
>
> https://www.youtube.com/watch?v=00gAbgBu8R4
>
> Anyway, it seems they recently released a few more videos and in one of
> the comments I found a link to their patent:
>
> http://tinyurl.com/eucli
>
> It's quite interesting actually. They store their point cloud in an
> oct-tree structure and walk down the tree until you get to a single
> point in the data or a single pixel on the screen. But, the clever bit
> is that once they've done the perspective transform on an oct-tree node,
> they look at the "w" coordinate and use that to decide if an
> orthographic projection would be less than 1 pixel different from a full
> perspective projection. If yes, then all the child nodes'
> screen-positions can be computed very fast by just taking mid-points of
> the parent's 2D coordinates, rather than doing full perspective
> projections.
>
> Still their claim of "unlimited detail" is misleading, but you can see
> how with the above system it would be straightforward to
> page-in/download nodes as you move around the scene. And with oct-trees,
> you only need a few levels to get huge numbers of points, eg 10 deep
> gets you a billion points.

I saw this one recently:
https://youtu.be/F6MaZE9cU_c

I came to the conclusion that there is no real-time lighting. Maybe I'm 
wrong about that but the over exposed look reminds me of games from the 90's

-- 
________________________________________

-Nekar Xenos-


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