Unlimited Detail Technology

Unlimited Detail Technology


Unlimited Detail Homepage:

Part 2 is here !

Edit: Seeing as this video has gained a fair amount of interest, I’ll post a quick description of how it works here… This description can be found on their site, via the link above.

How does it work?

If you have a background in the industry you know the above pictures are impossible. A computer cant have unlimited power and it cant 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 Details 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 cloud/voxels, they all have strengths and weaknesses. Polygons runs fast but has poor geometry, Ray-trace 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 Yahoo 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 doesnt 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.


27 thoughts on “Unlimited Detail Technology”

  1. point cloud system is useless and unpractical, there’s a middle way called voxels which are profitable and usable
    search “voxelfarm engine february update”(btw it’s a prototype not a finished engine)

  2. Voxels are better than point-cloud data, not worse, as arranging them is more efficient, since the main difference is that you arrange them in a fixed grid. Sure it means that you have limited resolutions, but I’ve recently found a way around this. It also lets you do realistic physics efficiently. If you tried things like creating destructible environments with point-cloud, it would be impractical.

    I’m working on a voxel-based system that may end up being better than this.

  3. That was this Sega Saturn game called “Amok”, a 3rd person action where you piloted a mech tank through Voxel-based terrain. Given the limited technology at the time, the game looked pretty weak. However, “Amok” showed the mediation between Voxels/Points and Polygons, in that Voxel/Points are extremely good at vast, detailed, often stationary, objects like landscapes, building, but also calculating volumes for physical effects like destruction. Polygons used for character animation.

  4. your “unlimited detail” requires unlimited memory and processing power.
    If unlimited memory and processing power you might as well get unlimited detail with polygons.

  5. Unlimited detail. How about you can have infinite polygons? These points create faces anything….. o no you’re graphics is limited by polygons too! it sucks! That’s for mentioning how this technology was denied! O the trees pop and look different! that’s called LOD. Say you have a sphere with 100 faces but it is so far away it only fills up a few pixels. why not change it into a cube that would result in the same end picture and save processing power. The games could actually adjust the LOD so that you would not see a change with the same idea, sadly most games do not! O it only searches for the data it needs in the pixel? how about anti-alising that takes multiple colors from within the pixel and combines the data because o yeah graphics already work exactly by taking the 1 color it needs for the pixel -_-

  6. a question; wouldn’t all the vertex information be incredibly heavy? I’m not talking about the rendering, but sheer memory. I’d imagine a simple world in this, would be very heavy, or very complex, as the vertices could be generated, but each kind of object and surface needs a separate algorithm for calculating the vertex position, in order to simulate the surface’s unlimited detail. It seems like a LOT of work to make a world run properly, without taking astronomical amounts of memory.

  7. ANY UPDATE?? “you’ll see unlimited detail in 16 months…” well that would be June 2011.  But the PS4 and xbox one came out December 2013, and not unlimited detail….

  8. Your theory is one that could finally blur the lines between reality and virtual to a point of no longer existing for those who crave such realism. However, this theory is one that I would imagine has such a ludicrous memory usage that it would bring prosumer level computers to their knees, let alone the average PC gamer. I would imagine a temporary solution would be a system similar to how polygons curently work. Polygons could be rendered from a distance and gradually swapped for more and more point data along with the polygons until the model is purely point data.

  9. I love everything about this video.  It just seems like everything about it was a chore.  This dude sounds so disinterested like this was a project his boss gave him to do and he had been putting it off for three months.

  10. Send them another e-mail but this time tell them they need to start rendering videogames with fractals instead of polygons

  11. But if you have a huge 3 dimensional array of point data, it would also cost a lot of time to find 1 point you need! Or am I wrong?

  12. I guess the reason they’re hated so much is because they announced this 3d engine revolution about 10 years ago, and they’re still showing crappy graphics. Come on, while we all love and admire the ‘unlimited detail’ technology behind it, their stuff look like the damn Turok game from the 90s.

    They should reasearch and work without pointing fingers at the alternative polygonal method, which has done an amazing and *_consistent_* job so far. Just look how the latest 2015-2016 triple-A games look now… If Euclideon needed about 10 years to come up with those animations or Holoverse demos (btw – amazing concept and technology there as well!), I imagine they’ll need another 2-3 decades to release something that looks like Star Wars Battlefront.

    I bet Bruce will come up in the near future with his superior smirk and announce the next revolution in visual effects industry, I already see ILM, Digital Domain, Weta Digital or Sony using point cloud “daahta” for their next projects, LoL.

    They brag too early, without finishing or releasing stuff, like a bunch of annoying, selfish, secretive geeks – and that’s the reason for all the hate and ridicule.

  13. This is pathetic. First off, your “unlimited detail” demonstrations have some of the worst frame rates I’ve ever seen. Second, the main reason why games still use polygons is because they are very efficient, and by that I mean that they take up less hard drive space. If you were to have “billions” of points per level, 10 levels, and several real-time cutscenes you would be losing maybe more than a hundred gigabytes of data. I’m pretty sure most people don’t have unlimited space hard drives. Aside from that voxel technology has existed for quite some time now so don’t say it’s new. If you were to have a game level with even a million voxels it would take up too much ram for most people. It would have to be loaded directly from the hard drive which would make loading times unbearable. In all these videos there are so many instanced models it’s just sad. You obviously are missing a core function to actally rotate the model. I’m no expert but I’m pretty sure armatures don’t work on voxels so you’d have to use polys for that anyway. Good luck making f**king grass animated without using polygons. I could really only see this working for static terrain in the distance so lod still looks nice but doesn’t need to be high res. One thing to know about voxels is that they look really bad up close unless there’s a lot of them at a high resolution. Last, stop trying to show people how s**tty polys look when your showing games from a long time ago. How about you get Halo 5, Infinite Warfare, any good modern game, and try counting all those polygons. Bet you cant if your counting skills are as good as your persuasion skills. I know this comment will be deleted but I just hope that the people who deleted this comment learned something from it. Don’t act like nobody knows what you’re doing, you just want someone to buy up your company because you’de all get rich. That’s probably why you haven’t released your game engije yet, because your afraid of all your believers knowing the truth.

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