
It's really what Sumygin's little game represents that is interesting, because Sumygin's project is completely fascinating from a technical perspective. He doesn't say how long it took him to make, but now that the tooling is done, it should be relatively straightforward and quick for anyone to 3D scan an environment and create a game with impressive visuals based in that environment. It's quite fascinating as a concept. Oh, and the whole project is under 100 megabytes, which is also quite impressive for the level of detail.
If you're a developer interested in the technique, Sumygin's project is completely open-source over on PlayCanvas , including the assets that he used. Frankly, the project is mostly an advertisement for his company's SuperSplat product, but it's an effective one, and it gives a tantalizing glimpse into what could be a very handy tool in the game developers' toolbox.
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Zak is a freelance contributor to Tom's Hardware with decades of PC benchmarking experience who has also written for HotHardware and The Tech Report. A modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything. ","collapsible":{"enabled":true,"maxHeight":250,"readMoreText":"Read more","readLessText":"Read less"}}), "https://slice.vanilla.futurecdn.net/13-4-22/js/authorBio.js"); } else { console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); } Zak Killian Contributor Zak is a freelance contributor to Tom's Hardware with decades of PC benchmarking experience who has also written for HotHardware and The Tech Report. A modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything.
Findecanor The locale of the game (as far I could get) consisted of mostly flat surfaces though, so it did not really showcase much of what the technology is capable of compared to texture-mapped triangles. Reply
Jabberwocky79 Is this the same technology that I was reading about 10 years ago? A quick Google search yielded this description: Euclideon Unlimited Detail : A 3D graphics engine developed by the Australian company Euclideon Pty Ltd . It used a point cloud search engine indexing system to render "unlimited detail" without polygon meshes, aiming to replace traditional rasterization. While it garnered significant attention and government grants, it faced skepticism from industry experts like John Carmack and was ultimately deemed unsuitable for real-time gaming at the time due to massive data storage and I/O limitations. I remember it required significantly less GPU power to run, and at the time, it was theorized that Nvidia was undermining the value of the concept for fear it would eat into their profits. Reply
klayrity Jabberwocky79 said: Is this the same technology that I was reading about 10 years ago? A quick Google search yielded this description: Euclideon Unlimited Detail : A 3D graphics engine developed by the Australian company Euclideon Pty Ltd . It used a point cloud search engine indexing system to render "unlimited detail" without polygon meshes, aiming to replace traditional rasterization. While it garnered significant attention and government grants, it faced skepticism from industry experts like John Carmack and was ultimately deemed unsuitable for real-time gaming at the time due to massive data storage and I/O limitations. I remember it required significantly less GPU power to run, and at the time, it was theorized that Nvidia was undermining the value of the concept for fear it would eat into their profits. Euclidian unlimited detail is a voxel mesh renderer, which gets more detailed the closer you get. Unreal Engine 5 uses similar technology with the version of nanite they've implemented for their foliage. Gaussian splats are rendering a point cloud of millions of blobs of color on flat planes. Those coloured blobs change color depending on view angle, what is referred to as a radiance field, allowing each splat to represent the object differently when viewed from different points in space. Instead of using a lighting model, all of the lighting information is baked into the cloud of splats, freeing up rendering overhead, at the cost of memory, making it a cheaper rendering option for higher quality results. Problem being that it's basically impossible to edit geometry captured by splats, it's just as difficult to animate it, it's difficult to relight the capture (though not impossible with some AI tools that are being released), and is overall rather unwieldy and hard to implement. Reply
Jabberwocky79 Thanks for the explanation (y) Reply
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