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 Atom tech VS Polygons. 
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DRL Developer
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Joined: Wed Dec 13, 2006 5:27 am
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Post Re: Atom tech VS Polygons.

Interesting. Shows how much I know about 3D technology.
After looking around for a bit, it seems I was partially right: the main reason NURBS isn't used as frequently is that everything needs to be made up of shapes put together (although not necessarily primitives, as I had thought). The big issue that brings up is seams. For anything animated (especially procedurally), that can become a huge pain to deal with. Also, it can be difficult to manage textures on more complicated models since each piece of it needs its own texture.
Also, on a technical level, NURBS (NURBSes? NURBSs? I don't know) don't get directly rendered anyway - at one point or another, they're turned into triangles so they can be rendered. I would assume that with polygons, that process goes faster. Not sure if that's entirely true though.


Tue Aug 02, 2011 7:40 am
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Data Realms Elite
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Post Re: Atom tech VS Polygons.
What exactly, is the difference between this and voxel's? Or are they the same?

EDIT : Well a quick google sorted that out.


Tue Aug 02, 2011 2:15 pm
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Data Realms Elite
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Post Re: Atom tech VS Polygons.
I think the fact that somebody rendered those images, real time or not, is quite impressive, and no doubt good evidence that they have actually achieved something. I do also doubt some of their claims, and I'm pretty sure this is just because they're trying to hype it up far more than it needs to be. We've seen Atomontage working, and while this is slightly different tech, it sure looks good.


Tue Aug 02, 2011 4:12 pm
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Post Re: Atom tech VS Polygons.
Thread Revival.

Anyone else been able to find any new infomation on this topic? i've had a look for infomation but haven't found anything.


Thu Nov 03, 2011 12:49 pm
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