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20070713 - Micro Imposters
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Micro What?
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+Lets first take a trip back to a time before polygons, to the late 80s, to a video game that I just could not sink enough coins into,
+Sega's
Galaxy Force II.
+This video game used custom hardware (running at 12.5Mhz) that could draw a huge number of rotated and scaled billboards with on/off transparency.
+It was state of the art in the 80s and produced stunning 3D graphics at the time.
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+However the reign of billboard or impostor based graphics came quickly to an end with the polygon based video games which hit arcades in the early 90s.
+But what if these ideas had not died? Fast forward 20 years later.
+Atom is built on a concept similar to the 3D graphics of the late 80s, except taken to the extreme with modern hardware.
+Instead of a surface/vertex/polygon based pipeline, Atom has a solids based pipeline that uses micro impostors or lots and lots of billboards.
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+Lets strip the clothes off the Atom Graphics Engine and see what is underneath.
+Taking a step back, viewing an example world from a distance, but rendering only with flat billboards (no cool graphics), the micro impostor structure shows through.
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+As you move more inside the world, the engine automatically expands and renders more detail, seamlessly subdividing into smaller and smaller micro impostors.
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+The world is fully solid and procedural, so you can just keep on going deeper inside anything.
+Atom has a state of the art custom hidden surface removal algorithm which automatically expands and renders only the surfaces of the solid objects which you can see at any given time.
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+Even at the smallest level, which is a fraction of a pixel of the size of the previous image, Atom still is able to render a fully detailed image.
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+With the skin back on, Atom can render stunning graphics in real-time.
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