Voxels are cool, man. If anyone ever remembers any of the various early (and later even) NovaLogic games using the VoxelSpace engine, I'm sure you'll agree. The level of detail voxels could afford those games of the mid-early 90's was just unrivaled, and in some ways is still very impressive. I'll confess I'm not fully versed in every technical advantage or disadvantage voxels hold in relation to conventional polygons (and vice versa), but I will note that Comanche would have never existed if only conventional polygons had to be used.
I'm going to try to make a hypothesis on how the featured company's software works...
(a.) I'd assume part of the "atomizing" if you will, in part functions as a procedural LOD system, or just as zooming in and out from a photograph would work. As such, you reduce the workload required in procuring assets for a project, which is quite swell. LODs are then just as good as your resolution, so you should never notice a transition in detail.
(b.) "Traditional models" cannot have infinite detail, unless some sort of modifier is assigned to them. I assume this engine will use its own proprietary model format, as is expected and is hinted at from the video. How do you retain a hard edge when you want it? Or do not? I will assume their model format allows for what might be described as an "ordered subdivision and algorithm placement system." In other words, we might assign something as a subdivision region to one part of a created model, yet the rest remains flat. Or the whole thing, or not at all. If componets of a model are what we can cite as following a mathematical model, we'll term such a region as "algorithmic," and the model will be rendered accordingly. "Infinite" is up to the artist, and where such precision is applicable. Math-based models, as seen in engineering-based programs like Inventor might go along well with such a rendering engine, as they already seem to visualize their information in a similar vein.
(c.) This program MUST use as sensible rendering functions as possible, as it is assumably just as handicapped as any other game that wants to use your hardware to draw an image on your computer screen. I'm guessing that, due to the handy-dandy point-lattices a model is interpreted as, the engines edge-detection system will automatically stop rendering anything behind the users FOV, and anything obstructed within that FOV. Naturally, the higher your resolution and FOV, the crappier your game will run. There's always a price for pretty.
I could go on, but I think I'll leave it there for now. To conclude, however, I'd say it's voxels, but with a twist. But then, I like voxels, so there.
