http://www.gamedev.net/community/forums/topic.asp?topic_id=498735
There's a demo with source and a paper included, haven't read the paper yet. The results are pretty damn impressive, tho. According to the author, the rendering of the interiors in this manner costs very little in terms of GPU / CPU usage. Neat stuff.
I didn't see a thread, so sorry if it's been brought up already :P
Replies
Someone should steal it soon, the guy is offering for free.
I haven't looked at the tech behind it yet but it seems like it might not be quite as awesome as it first seems.
I've tried something like this In UE3 already. It should be perfectly possible. The example I made looked pretty good but had some issues that became apparent on closer inspection.
AstroZombie is right though. The pixel shader is very often the bottleneck on the GPU, and extra geometry costs are on the vertex shader (meaning: to do this technique you need resources on a pipeline piece that is already usually the hardest working). I can't see this getting very much use (I think I'd rather have Parallax Occlusion on nearby buildings and then a very LoD or no interiors), but it is a very cool technique I'm sure architectural visualizations and some games will utilize.
No, it won't. The technique uses a custom raycasting function that you wouldn't be able to reproduce inside of UE3 without an insane network of math nodes (and even then, you may not be able to), or a custom node for the raycaster.
I didn't do something exactly like it. I did something that looked visually similar using a series of images, bump offset etc. As I mentioned it had a few graphical glitches that were noticable when you looked closely.