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Karmak ne posustaje... 
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Nadam se da ovaj metod radi i za teksturiranje ovako savršeno... Jer, biće malo bezveze da lik koga gledaš izbliza ima savršenu geometriju i pomalo muljave teksture... heh
A first look at id tech 6 engine. Infinite geometry. (Sparse Voxel Octree)
idTech 5 isn't even out yet, but even then, id Software has been researching potential technologies for idTech 6, one of which John Carmack mentioned in one of his QuakeCon keynotes (I think this year) about sparse voxel octree. SVO basically brings unparallelled geometric detail into the game engine by replacing polygons with "voxels" (volumetric pixels), throwing out the need for normal maps, parallax displacement maps and all that other fluff.
You can think of voxels as being little individual 3D pixels that makes up the model. Cool thing is that you can stream this stuff to the renderer, much like how megatextures are being streamed to contain pixel data, only voxels are streamed to create 3D data. So you can zoom in on details infinitely (or as high as your reference model is) and you'll still see every single detail without loss to performance when you zoom out and view the whole model. No need for LoD, either.
Seriously, this is next-next-next-gen stuff. Here's a demo video by Jon Olick from id Software at Siggraph 2008 demonstrating with a 3D model with a source model of 7 million polygons "converted" to voxels rendered from a single nVidia GTX 280 GPU at 60FPS. It's been done in 3D games to some light extent, but certainly not on this level... he zooms in on details on the character model's FINGER!
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Nadam se da ovaj metod radi i za teksturiranje ovako savršeno... Jer, biće malo bezveze da lik koga gledaš izbliza ima savršenu geometriju i pomalo muljave teksture... heh
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