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Mega Meshes - a world made of 100 billion polygons

  • Duff-e
  • March 17, 2011 at 2:51 PM
  • Duff-e
    • March 17, 2011 at 2:51 PM
    • #1

    Hope you guys haven't seen this already, I thought it was cool. Apparently this is running 30fps on an xbox 360.

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    This is the related PDF tech paper.

    http://miciwan.com/GDC2011/GDC2011_Mega_Meshes.pdf

  • Mazy
    • March 17, 2011 at 3:35 PM
    • #2

    That's 100 billion polygons? Where are they? Underneath the scene?

  • AlexM
    • March 17, 2011 at 3:37 PM
    • #3
    Quote from Mazy

    That's 100 billion polygons? Where are they? Underneath the scene?

    there's a ball of crumpled up paper by the piano... .. 60 billion polygons right there!

    That rocky area mid-video is really nice, looks like it could be pretty dense. Read through the paper quickly, the latter part is interesting but a bit over my head.

  • dux
    • March 17, 2011 at 3:44 PM
    • #4

    Could certainly feel the framerate straining at times. It looked ok. Certainly didn't have a 100 billion look about it, though.

  • Thrik
    • March 17, 2011 at 3:49 PM
    • #5

    Reminds me a lot of Heavy Rain, except not as nice looking.

  • sarge mat
    • March 17, 2011 at 3:57 PM
    • #6

    Turbo Smooth x5 for the sake of it?......

  • Zacker
    • March 17, 2011 at 6:09 PM
    • #7

    Lots of interesting thoughts in the paper. The video is not impressive at all though.

  • Thrik
    • March 17, 2011 at 6:34 PM
    • #8

    It's kind of funny how developers have become so good at making it look like there's loads of detail that when something comes along that genuinely has that much detail it doesn't raise an eyebrow.

  • -HP-
    • March 17, 2011 at 6:36 PM
    • #9
    Quote from Thrik

    It's kind of funny how developers have become so good at making it look like there's loads of detail that when something comes along that genuinely has that much detail it doesn't raise an eyebrow.

    Yep, our industry is all about "what's the best way I can fake this effect", and we got so good at it we don't really need ways to actually have it all there.

  • Serenius
    • March 17, 2011 at 7:00 PM
    • #10

    Lionhead Studios? They couldn't possibly be over-promising results!

  • Warby
    • March 17, 2011 at 7:56 PM
    • #11

    yeah i have seen much more spectacular looking <10k triangle scenes !

  • arhurt
    • March 17, 2011 at 10:00 PM
    • #12

    Is it destructible?

  • Mazy
    • March 17, 2011 at 10:07 PM
    • #13

    This is more like it ;D (Old, I know)

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  • Sentura
    • March 17, 2011 at 10:17 PM
    • #14
    Quote from Mazy

    This is more like it ;D (Old, I know)

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    so what happened to this?

    i mean i guess their idea was good enough, and some search algorithms (like binary search) have very fast running times...

  • Rick_D
    • April 1, 2011 at 9:30 PM
    • #15

    it just doesn't offer enough benefits over our current workflow and tech to make it worth adopting.

    i guarantee we will still have polygon based games for a long long time, even if there's minor adjustments like we end up having them rendered like nurbs or some shit. this point cloud stuff is really just novel ideas that have a lot of promise wshen presented a certain way but fall down when you actually start trying to create a game with them.

  • Warby
    • April 1, 2011 at 11:56 PM
    • #16

    yeah show me an animated "point-cloud/voxel-octree" human character and we will start talking !

  • 2d-chris
    • April 2, 2011 at 1:27 AM
    • #17

    how would you calculate the physics?

  • dux
    • April 2, 2011 at 1:30 AM
    • #18

    How would you even do anything?

  • Mazy
    • April 2, 2011 at 9:15 AM
    • #19

    You just need the right tools

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