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发表于 2011-8-3 11:56 · 上海
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这个引擎不是早就有了吗?现在估计是改进后准备商业化了。基础模型的优化好了很多,不再是之前那样的单调,弄得一棵树都像是异形怪兽。其实这个技术不难理解,知道卡马克的megatexture吗?其实这个就是模型版megatexture。
我想他们既然是技术公司,那么堆高摸和用贴图之间的代价区别我想他们应该想得很清楚,这个技术如果达不到流畅同屏1,2000W以上的三角形我想他们也不好意思拿出来(这个数量的三角形在孤岛1里基本上秒杀绝大部分配置,顶多20帧)
这是官方对他们自己的这个技术的解释。看得懂的话就知道这个技术也是有弱点的。
If you have a background in the industry you know the above pictures are impossible. A computer can’t have unlimited power and it can’t process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it's real and it all works.
Unlimited Detail's 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 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 should an object be as it gets further back. But all of this is done by 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.
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