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>tiny point cloud data called atoms What did he mean by this?

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>tiny point cloud data called atoms
What did he mean by this?
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>>59529577
Small amounts of fraud can be added together to make for big profit.
>>
File: col-sfm0.jpg (486KB, 1313x916px) Image search: [Google]
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>>59529577
He meant point cloud data. It's been used for decades for things like laser scanning/structure from motion/gis.

Euclideon is a point cloud viewer that renders a fixed amount of points at the screen at any time. It's actually a pretty cool idea.

If you have a high resolution asset stored as a dense point cloud, you always load a fixed amount of points of the total cloud. You need to render one point for every pixel on the screen*refreshrate of the screen, and constandly load/dicard points if you move to/from the object.The asset can contain as many points as you want, only limited by your effort in creating detail and storage space.

If you wanted to do the same with a polygon based asses, you'd need to decimate the high poly mesh on the fly, which is resource heavy and simply too costly to do with high poly assets. Another approach would be level of detail, "LOD", which is used in games today, but then every LOD has to be created by hand by the artist and that's not feasible for more than 3 or so LODs. You could generate LODs automatically, but that would create games that are hundreds and hundreds of GBs.

The drawback with this point cloud solution is that lighting and animation becomes costly to implement in a good way. Without things like shaders, all you have is an albedo map with perhaps baked lighting information. The result is early 2000s graphics, but with "infinite" mesh resolution. As the poly budgets are rapidly increasing, and we can use bigger and bigger normal and height maps to increase mesh detail, this is becoming a smaller and smaller problem though.
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File: stone_rough_photogrammetry.jpg (544KB, 1536x953px) Image search: [Google]
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>>59529924
Basicly this guy made an algorithm for steaming point cloud data in real time. Neat, but it has a kinda limited use.

Now they are developing a software suite to interpolate and blend point cloud data from laser scanners in order to get scans that don't look like dog shit. And they apparently want to display these point cloud data sets in their viewer for VR purposes.

That's gonna fail. SFM is already being used for that purpose which is also point cloud based, in that point clouds with color information is converted to meshes + textures.

This is just hype so they can inflate their value and be bought out.
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>>59529924
Would it be possible to dynamically generate shaders from the point cloud data?
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>>59532061
Way too costly. Honestly if you have a way to do that you should probably hold on to it and sell it.
Thread posts: 6
Thread images: 3


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