Its infinite only coz its procedurally repeating itself. I don't think the his is the best example of a 3d voxel engine though. This is a bit better: [ame] http://www.youtube.com/watch?v=HScYuRhgEJw[/ame]
But why would you think it all has to be that complex? The cartoon example is great. Cartoon characters have a sense of weight and balance ... yet I dont think any cartoon animator or inbetweener wastes time drawing accurate skeleton structures, muscle overlays, nervous systems or skin layers.
Seems an overall interresting tech but as people said what IF this stuff has to get into motion, how does it scale at for example a FullHD resolution etc. Even with regular polygons we can get a insane number nowadays but as soon light, shadows and other stuff add to it, we have a problem Houston.
totally agree that the examples look terrible I think this is just programmers and engineers showing off tech and not actually having artists involved. Yeah Trappe a few people on the 3d coat forums are saying it might be sparse voxel octree. My first thoughts were how could it handle animation and shaders and lighting but…
Like others have said, it's interesting in theory, but this is definitely not an even-handed or straightforward pitch. The camera never stops moving in their shots (or even moves slowly) and never really zooms in on any particular detail. They do hardly anything to show the advantages that additional modeled geometry might…
Vcool said it very well. It's all about "realism" relative to the subject matter. But you're right Pior, the examples I used were only for the games that seek absolute realism, which may have been a bad move, because games obviously cover all aspects of style and physics. However, I feel that even with the most cartooney…
Interesting that pictures of Blade Runner have been posted, yet nobody has mentioned the Blade Runner game (made here in Las Vegas by Westwood Studios) used animated voxels for the real-time characters! I hate to say it, but the voxel characters, as they appeared in the game, looked completely awful, even compared to the…
All of the examples use a lot of repeating objects. I wonder if the system relies on a lot of instancing to run at those speeds, so that the search algorithm he was talking about can compartmentalize its searches to the point cloud data of one object and its position in space relative to the viewer rather than searching…