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Quantum Rush redux

Quantum Rush redux Possibly the most important article about computer graphics you�ll ever read.   In the prior article �Quantum Rush� I took a look at possible methodologies concerning the Euclideon �Unlimited Detail� system and how such may be more plausible than we�re giving credit for. I touched on some very basic ideas that were considered my �first pass� approach to understanding this type of methodology, and I received quite a lot of feedback in the comments.   After a bit of clarification, both from my standpoint and coming from the very talented commenters on the article, I�ve further refined what I believe is a better understanding on how such an �Unlimited Detail� system could exist. Let�s start simply by breaking this monumental task into parts in order that we could better identify the processes at work under the hood.         True Geometry   As I previously conjectured, Euclideon is using a specialized method of representing p...

Quantum Rush

Quantum Rush When Infinite Detail Isn�t a Hoax   There�s this company, and I�m sure by now you�ve heard of them, called Euclideon who has been showing off these insanely impressive videos of a rendering engine they are working on that supposedly handles �unlimited� detail in real-time using only software methods. I�ve read the responses from major players like @Notch at Mojang (of Minecraft fame) and even he is screaming it�s a scam.   Turns out that Euclideon has themselves a variation of a sparse voxel engine, and it�s an open and shut case; I mean, how do you move around 512 petabytes of information for such a large island without requiring tons of storage space and rendering time?   This would be true if it weren�t for some related factors that people seem to have glossed over in their assessment of the situation.       The Euclideon system, aptly named Unlimited Detail, may actually be quite capable of doing exactly what they claim � howev...