Unlimited detail graphics

Talk about just about anything else that is non-gaming here, but keep it clean
User avatar
elvis
128-bit
Posts: 910
Joined: Sun Oct 05, 2008 1:20 am
Location: Brisbane, Queensland, Australia
Contact:

Re: Unlimited detail graphics

Post by elvis »

jp1 wrote:I would like to see an example of the "much the same thing" that you are talking about. I have never seen any real time rendering of this type before.
Under Wikipedia's entry on "voxel" there is a list of video games that use the technology.

The methods described in the video on the first page ("we have bajillions of voxels, and an algorithm which selects which ones to render") is the standard way to deal with voxels (assuming you have more voxels than you do pixels to display them, which is where we want to be). What the voice over describes as some sort of revolutionary leap forwards is not. It's standard 101 for voxel engines (and has been for some time). In fact, it's the same concept that's been applied to most 3D engines (including polygon engines) for over a decade now. This "trick" of rendering only what you need an no more is not new for either polygon engines nor voxel engines (the PowerVR series of video cards found in consumer PCs and Dreamcasts did this in hardware, even if the game engine didn't explicitly attempt it).

Outside of video games, the medical industry uses realtime voxel engines regularly. Many 3D images that comes out of CT scans and the like is represented this way. Whack "voxel" into google images, and see what shows up (plenty of medical imaging comes up).

The glaring downside to voxels at the moment is that you can't wrap a texture over them (or at the very least turn a simple, painted texture into a meaningful visible layer for your lump of voxels), and this is why we see major game and visual effects studios shying away from it as a "day-to-day" way of displaying 3D information. Voxels are great for things like terrain and solid objects of an organic nature (trees, grass, other foliage). They're a reasonable substitute too for particle-based objects also (clouds, smoke, water, fire, etc). They really excel at "infinite" things things that can be calculated by formula (again, landscapes and terrains, or a wall with random cracks, nails, boards, etc that spans for as long as you like).

So for now, voxel engines tend to make things look more like giant 3D pixel art (because, that's exactly what it is). What's needed more than a new voxel rendering engine are improved voxel content creation tools (I think ZBrush is getting there, but it's early days yet). Just like the modern tools of the polygon and texturing trade have evolved over the years, so will voxel creation and painting tools. Only after that occurs will we see mainstream adoption of voxel engines. Releasing a nice rendering engine is only half the battle.

Note tools like these...
http://www.3d-coat.com/voxel-sculpting/
...that concentrate still on the sculpting, and not the final art, skin and imagery. Pretty sculptures with no colour.

Needless to say that last point is glossed over by the sales guy in the video, which is not surprising.
jp1 wrote:I was referring to your attitude which I feel is arrogant.
I think I'm more elitist than arrogant. But I'll take either compliment.
User avatar
jp1
Next-Gen
Posts: 4101
Joined: Sun Nov 23, 2008 6:04 pm

Re: Unlimited detail graphics

Post by jp1 »

Like I said I don't really have a dog in the fight. However, I still don't see your examples as similar to what is being shown in the video.

You have polygons being rendered a certain way.

You have voxels being rendered another way.

The video supposedly combines the best of both worlds. Also, IF the claims are true and it uses little to no video gpu resources for the things it is rendering in real time that is not the same thing you are seeing from anywhere else.

I'm not debating the existence of voxels or the use of them in video games in the past or present. I am debating the performance gains on low powered hardware using the methods described in the video. Of course that all falls on taking the claims at face value.

Show me another voxel engine rendering that much data at that speed on low powered hardware.
User avatar
elvis
128-bit
Posts: 910
Joined: Sun Oct 05, 2008 1:20 am
Location: Brisbane, Queensland, Australia
Contact:

Re: Unlimited detail graphics

Post by elvis »

jp1 wrote:Show me another voxel engine rendering that much data at that speed on low powered hardware.
The first Crysis game used a voxel engine for it's terrain. It would be difficult to get a true "apples to apples" comparison, however, as Crysis mixed voxel and polygon technologies (before anyone starts yelling "Crysis runs like a slug").

Jump on YouTube and search for "Voxel". Amongst other things you'll see videos from Nvidia demoing voxel engines on CUDA, engines from people like C4, GigaVoxels, and others. None of the are rendering on anything better than commodity hardware, and can happily deal with engines of extraordinarily large ("unlimited") size (mostly by nature of how voxel engines work, which is kind of the point I've been making all along).

Heaps of stuff out there. Seek, and ye shall find. The technology is interesting, diverse and old enough to waste an afternoon or seven reading up about.
User avatar
Lord_Santa
128-bit
Posts: 517
Joined: Fri Nov 13, 2009 7:36 pm
Location: Sweden

Re: Unlimited detail graphics

Post by Lord_Santa »

elvis wrote:
jp1 wrote: Heaps of stuff out there. Seek, and ye shall find. The technology is interesting, diverse and old enough to waste an afternoon or seven reading up about.
nerd-weekend, here I come!
C-64 will never die
- only the players
User avatar
jp1
Next-Gen
Posts: 4101
Joined: Sun Nov 23, 2008 6:04 pm

Re: Unlimited detail graphics

Post by jp1 »

That isn't my quote...I think you got them mixed. :wink:
User avatar
Lord_Santa
128-bit
Posts: 517
Joined: Fri Nov 13, 2009 7:36 pm
Location: Sweden

Re: Unlimited detail graphics

Post by Lord_Santa »

jp1 wrote:That isn't my quote...I think you got them mixed. :wink:
no worries, man
I meant to quote elvis

I truly enjoyed reading up on your discussion(s), but his (apparent?) knowledge on the matter of the subject intrigued me and I became very interested in the technology

(mind you, I'm a gamer, not a tech-thingie, a lot of words spoken by all parties involved in this thread, has been mere tech-talk to me; but I am always interested in getting to know how things work)
C-64 will never die
- only the players
User avatar
Anayo
Next-Gen
Posts: 2018
Joined: Sun Jul 08, 2007 10:18 pm
Location: North Carolina

Re: Unlimited detail graphics

Post by Anayo »

Elvis thought I was jumping the gun for saying "If this comes to fruition, we won't need a new generation of gaming consoles."

In reply, I'd like to first draw attention to the fact that I said "IF this comes to fruition." Not "when."

For another thing... I have seen inflated claims about what a gaming system can do in the past. Do a youtube search for "Sega 32x tech demo." Read articles about the amazing claims Sega made about the Saturn. Before the PS2 came out, Sony was saying it could render millions of leaves on millions of individual trees, and for the PS3 they showed a really dubious video for Killzone 2 making the gameplay look like bloody Final Fantasy Spirits Within in real time. What I'm saying is, I'm aware of hype tactics.

This "unlimited detail" thing may not have interested me as much if it weren't for the very, very small improvements we've been seeing in game graphics lately. Fundamentally new games have grown farther and fewer between.

Compare an N64 game to a Gamecube game. The difference between Super Smash Bros. and Smash Bros. Melee is dramatic.

Now compare something from 2004 to something from 2008. For the former, use Half Life 2 and Chronicles of Riddick: Escape from Butcher's Bay against Bioshock and Fallout 3.

Yes, the latter two have more advanced visuals, but it's a subtle difference. People still look like people. Brick walls still look like brick walls. It isn't like we've gone from 2D to 3D.

Anyway, I'm not saying we've hit a dead end with Moore's Law, I'm just suggesting maybe the improvements from one graphics card to the next are growing so subtle that they'll have to think outside the box. Personally I'm predicting some hybrid voxel/polygon engine, mostly cause I'm not sure how well voxels work for stuff other than static geometry. I'm not sure how you'd rig or animate a character made of voxels.

My point is I'm not sure I'd be willing to spend hundreds of dollars on a new computer or gaming console for another graphics improvement as subtle as our most recent one, so if this "unlimited detail system" really works it might stretch more life out of what we've got now. I've expressed already I'm not really excited by the idea of a PS4 or XBOX 720 yet. Judging from what I've read, Sony and Microsoft feel the same.
User avatar
GSZX1337
Next-Gen
Posts: 5805
Joined: Mon Jul 02, 2007 6:21 pm
Location: Madison, TN

Re: Unlimited detail graphics

Post by GSZX1337 »

Anayo wrote: For another thing... I have seen inflated claims about what a gaming system can do in the past. Do a youtube search for "Sega 32x tech demo." Read articles about the amazing claims Sega made about the Saturn. Before the PS2 came out, Sony was saying it could render millions of leaves on millions of individual trees, and for the PS3 they showed a really dubious video for Killzone 2 making the gameplay look like bloody Final Fantasy Spirits Within in real time. What I'm saying is, I'm aware of hype tactics.
Remember when there were claims of the PS2 being able to output Toy Story quality graphics. :lol:
casterofdreams wrote:On PC I want MOAR FPS!!!|
Niode
Next-Gen
Posts: 7831
Joined: Wed Jan 04, 2006 2:34 pm
Location: UK

Re: Unlimited detail graphics

Post by Niode »

Anayo wrote: Anyway, I'm not saying we've hit a dead end with Moore's Law, I'm just suggesting maybe the improvements from one graphics card to the next are growing so subtle that they'll have to think outside the box. Personally I'm predicting some hybrid voxel/polygon engine, mostly cause I'm not sure how well voxels work for stuff other than static geometry. I'm not sure how you'd rig or animate a character made of voxels.

Moore's law doesn't really apply to this. The increase in graphics quality is not directly linked to moore's law. Moore's law is simply; the amount of transistors that can be incorporated on an integrated circuit cheaply, doubles every 2 years. It's not even directly linked to an increase in performance either, since moore's law applies to the shrinking of ICs as well.
Marurun wrote:Don’t mind-shart your pants, guys
Limewater
Next-Gen
Posts: 3392
Joined: Thu Dec 18, 2008 11:01 am
Location: Northern Alabama

Re: Unlimited detail graphics

Post by Limewater »

Niode wrote: Moore's law doesn't really apply to this. The increase in graphics quality is not directly linked to moore's law. Moore's law is simply; the amount of transistors that can be incorporated on an integrated circuit cheaply, doubles every 2 years. It's not even directly linked to an increase in performance either, since moore's law applies to the shrinking of ICs as well.
I don't think this is a fair statement. It's not quite this simple, but smaller transistors resolve their output faster than larger transistors. So, shrinking transistors lead directly to faster processors. Graphics cards are made of the same silicon that general-purpose processors are, and they benefit similarly. There are other hardware limitations that don't really benefit from Moore's Law, but even if these limitations are considered static, processing speed and power for general-purpose and graphics processors directly benefit from it.
Systems: TI-99/4a, Commodore Vic-20, Atari 2600, NES, SMS, GB, Neo Geo MVS (Big Red 4-slot), Genesis, SNES, 3DO, PS1, N64, DC, PS2, GBA, GCN, NDSi, Wii
Post Reply