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422233 No.422233[DELETED]  [Reply] [Original]

What is the Phrase for non polygon based computer models?

I remember an article or interview by LucasArts saying that today's computer processors are now strong enough that we no longer need to use polygons to construct models. Does anyone remember what that form of processing is called and better yet what article/interview that was in?

I think it was either in context with the Force Unleashed series or Star Wars Episode III.
Thank you for reading!

>> No.422234

Everyone at lucasArts if they're not fired already should focus on making art that isnt shit instead of removing polys from the equation.

>> No.422235
File: 1.43 MB, 2560x1600, Star-Wars_The-Force-Unleashed-II-wallpaper.jpg [View same] [iqdb] [saucenao] [google]
422235

>>422234
OK? I'm just trying to find out the term and related software.

You do know that the entire original LucasArts team was fired, right?

>> No.422236

>>422233
It's called sculpting.

ZBrush. Look it up.

>> No.422237

>>422235

god damn i hate matepainting shit so much!

>> No.422239

>>422237
what the hell are you talking about?

>> No.422240

Cloud point? Or probably something-vectorial?

>> No.422245

>>422233
Yes, a interview featuring a LucasArts rookie dish washer. He saw Zbrush and boasted: "were not using polygons anymore! Wer´re the vanguard of human technology! We´ll film in real space!!"
Zbrush sculpts uses a vectorial pixel technology that pixologic like to call "pixol".
There´s also another voxel retard group trying to scam people with a "inifinity detail engine" that just spams voxel instancing models to look impressive, but actually not only is crap but inferior to polygon technology in terms of performance and result.
I remember lucasteam all happy with a holography of the new deathstar used for the return of jedi, wich in the end wasn´t much better than a plastic model.
LucasArts employees are usually full of shit for appearances sake, but George Lucas is now old, retarded, out of ideas and sold to Disney before he finished ruining the entire franchise.

>> No.422246
File: 70 KB, 500x502, zombie-ewok.jpg [View same] [iqdb] [saucenao] [google]
422246

>>422245
If only, he ruined it with the Ewoks.

>> No.422248
File: 12 KB, 501x478, jar_jar.jpg [View same] [iqdb] [saucenao] [google]
422248

>>422246
>Ewoks being a problem
... actually, no.

>> No.422251

>>422246
Nope literally the best non human race

>> No.422252
File: 89 KB, 550x782, 20070409.jpg [View same] [iqdb] [saucenao] [google]
422252

>>422251
Ignore the first panel and just carry on this little conversation.

>> No.422253

>>422252
jesus christ that comic is so hilarious...

>> No.422839

nurbs?

>> No.422864

>>422252
>last day of the con
>a thousand people
>implying

>> No.422907

>>422245
>Zbrush sculpts uses a vectorial pixel technology that pixologic like to call "pixol".
I read into this and don't understand. It just seems like each pixel stores the z-depth of itself, but isn't the program just pushing and pulling millions of verts anyways, like mudbox or the sculpt tool in Maya? What are these pixols and how do they play into all of this?

>> No.422908

>>422907
the pixol are not interconnected between each other in the way an edge can connect two vertices,
is like every little pixol is a tiny dot, with a normal vector used to calculate how it should react to light
as far as i know you cannot rig and animate models made of pixols or voxels, which are very similar concepts to the point pixols are just the very particular way Pixologic implemented voxels, rather than a different concept

>> No.422909

>>422908
>is like every little pixol is a tiny dot, with a normal vector used to calculate how it should react to light

so you mean a pixol is a c struct with a point and a vector. WOW

>> No.422921

>>422233
>Euclideon
UNLIMITED DETAIL! it uses atoms instead of polycounts and is faster, better.

>> No.422930

>>422921
I really hope this is written sarcastically.

>> No.422955

>>422908
you can animate it... its just resources are a commodity, and to animate a voxel would take a beast of a machine to do it... apposed to animating polygons.

>> No.423066

Why is he wearing a loincloth?

>> No.423073

>>422930
>atoms
It has to be.

>> No.423074

>>422955
>and to animate a voxel would take a beast of a machine to do it
Animating voxels is not particularly different from animating polygons. All you're doing is deforming the position of a vertex.
What makes Unlimited Detail retarded is the volume of voxels. You just can't perform mesh deformations on the amount of voxels they claim to support. They can perform transforms (rotations, movements) of static objects, and combine these static objects together to make a moving animation a la Carnegie Mellon's Alice, but they could not realistically write an algorithm that could push these voxels where they need to be.
Animation of tessellated characters in real time is a very new technology, games featuring it have released as early as 2013, one of which includes fucking Crysis 3.
Deforming a polygon mesh is a very well researched subject, whereas the usage of voxels in anything but jokes and hobby projects is practically nil. I don't seriously expect them to be able to do the equivalent of animating tessellated polygon characters with voxel elephants.

>> No.423320

>>423074
to be honest their voxel tech is best used on static objects, if i remember right, several old games did it that way, granted not for much of the environment.

voxel tech is well researched, but the sheer amount of power and data it requires makes it not possible on todays hardware.

hell, its only real application is that it makes things look really good with little processing impact if everything is static, the only reason it looks so much better than polys is because its an order of magnitude more detailed. tessellation + deformation map will easily beat out voxel in the long run, but not for a number of years.