Re: Recently Found
Posted by Crono on
Mon Mar 5th 2007 at 6:05am
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This is a very large gray area.
It isn't a matter of "can it be done or not" it's a matter of "should it be done".
There's a large difference.
To note, asking why your AV software can't show a countdown of files and expressing an OPINION on a book or author are completely unrelated. Trying to force a relation between them is ridiculous.
We're talking about facts in this thread. It has nothing to do with my opinion about an author or his poorly-written books ... from another thread.
Blame it on Microsoft, God does.
Re: Recently Found
Posted by Orpheus on
Mon Mar 5th 2007 at 11:05am
Posted
2007-03-05 11:05am
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sighs heavily
Someday you'll understand my posts and not re-write them in your head. Someday.
The best things in life, aren't things.
Re: Recently Found
Posted by Crono on
Mon Mar 5th 2007 at 9:56pm
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You do know that your posts are obscure and no one understands them besides you, right?
Your thoughts trail as you write them and you tend to make posts that are very incoherent.
You can't imply meaning in words through text. Even if you say things like this when you talk, I would imaging you get "what do you mean" a lot. You would from me.
If I respond to something you say, it's based on what you LITERALLY wrote, not what you meant.
Blame it on Microsoft, God does.
Re: Recently Found
Posted by French Toast on
Tue Mar 6th 2007 at 3:32am
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Can't we all just get along?
Re: Recently Found
Posted by Crono on
Tue Mar 6th 2007 at 4:35am
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Through recent research and study I've been finding out a lot about programming graphics hardware.
So much so, that my Algorithms Instructor asked me to give a guest lecture in his Game AI course.
I'm focusing on programmable shader architectures and the new stuff.
I've got to say, the switch between SM3 and SM4 is astounding. It's the first gigantic leap in graphics hardware since the introduction of shaders in real time applications.
The new processors are Scalar processors, like the CPU, so technically they're slower. (current GPUs are vector processors)
The switch was to achieve a unified shader architecture as well as allowing sync-ability with the CPU to get a higher throughput.
Very interesting stuff!
Blame it on Microsoft, God does.
Re: Recently Found
Posted by FatStrings on
Thu Mar 8th 2007 at 1:30am
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me too!! i want one too!!
Re: Recently Found
Posted by Crono on
Thu Mar 8th 2007 at 12:25pm
Posted
2007-03-08 12:25pm
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It's odd, something that's fairly impressive in Crysis is subsurface scattering and they're not mentioning it explicitly. (You can tell if you look at objects that have it applied. Also if you find a developer screenshot it shows all the types of texture maps you can apply. There's like 12 or something)
Blame it on Microsoft, God does.
Re: Recently Found
Posted by Crono on
Thu Mar 8th 2007 at 8:16pm
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I can point out a lot of stuff that makes it look very fake.
For starters, they're using polygon mesh's as opposed to nurbs or solids (though I don't think pixar ... or anyone ... uses solids).
So you have a higher edge detail. You can even see in that picture, the white guy's head has a pointy angle, it's less obvious because they're using depth of field and focusing on something in front of that.
Find the picture of the black guy of his full head. Look at the ear and the eyes, they don't look quite as nice as the rest of him.
Another blazing difference between off-line and real-time rendering is that, in real-time you're often trying to achieve off-line render algorithms to some estimation. Because of that, you generally get a lot of aliasing because of the shortcuts you're taking. Which can be seen on some of the eyes.
You can also see the lack of characters with hair. The reason why is that hair is incredibly complex. I've seen a close up of the girl in that image and everything looks amazing ... except where the hairline starts.
They may have fixed up a lot of this stuff since then, though.
I don't agree with the no difference thing, as is probably obvious. If the animators and modelers do their job well, you wont tell what's computer generated and what isn't. Also, most things rendered in movies can't be adequately used in real-time, they're too complex. I mean, that's why we use all sorts of mapping techniques to try to simulate it.
As for the point on Subsurface Scattering, I'm surprised more developers don't implement it ... I mean ... it's not like the newer graphics cards (GF7, for example) don't support it in hardware. Now with the unified shader architecture on the SM4 cards, it should be even less of an issue.
Crysis looks great. But, the more I delve into graphics the more I'm starting to think that a lot of developers short change us in the graphical department.
Blame it on Microsoft, God does.
Re: Recently Found
Posted by Crono on
Thu Mar 8th 2007 at 10:42pm
Posted
2007-03-08 10:42pm
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Yeah, something that's missing from games is some sort of Global Illumination solution, so objects don't have inter-reflections. That's actually something I'm working on for a project I mentioned a little while back. I'm trying to get that to run well in real-time with an efficient occlusion algorithm.
I don't want to offend you, but you're mis-using some of your terms.
Radiosity is a measurement. Radiosity Methods, are the technique in which you model that measurement in the scene. There's plenty of ways to do it (most common techniques have you comparing energies, rather than light rays).
Of course, you should keep in mind that, even though graphics architectures are getting faster and more robust, they're not even close to being able to simulate reality yet.
I've also been curious about doing a sort of hybrid of keyframe animation, physics calculations and AI to do animation.
It sounds like you might be a tad confused or mis-informed on what a shader is. In terms of the program you write, it's simply a program that runs on the GPU in one of the shader processors. Now that General Purpose GPUs are being pushed, even languages like C++ and Java can be compiled and ran on the GPU.
Even SM3 cards can do some sort of physics calculations with the vertex processors.
They're very dynamic and aren't limited to pixel-to-pixel after effects. You can do all your collision detection, physics, particles, and many other things entirely on the GPU with this architecture.
Also, just to make a note, there are actually built in functions "reflect" and "refract" into the Cg shader language. You feed them an incoming angle and the normal of your surface and they'll give you the reflection or refraction angle. It's also pretty fast.
If you look hard enough online, you'll find real-time implementations of ray tracing, through, to be honest, ray tracing is a pretty poor technique for making things look realistic. It generally makes things shiny. But there are many alterations that have been done to make it look better.
Anyway, check out some stuff on global illumination techniques, I'm sure you'll find it amazingly interesting.
I think the two fields in games that need to begin expanding more are dynamic animation and AI in general. I mean, a mesh of paths just isn't cutting it anymore.
Blame it on Microsoft, God does.
Re: Recently Found
Posted by Crono on
Fri Mar 9th 2007 at 8:08pm
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Sorry, but, really, go look at the paper (I didn't actually give a link to the paper, but it's at the same site with the video)
It's some complex stuff. It talks about how they can't use a classic algorithm on the graphics card because memory doesn't work the same way. So a so-so efficiency algorithm for sorting now runs very slow and is unsuitable for real-time use. The discuss an alternative and then lots of lighting calculations. So, don't be offended if I say you probably wont understand it. I know people that are in the same CS courses with me that don't understand what I'm saying when I talk to them. I get blank stares.
At the time it wouldn't have been a good idea since the hardware may or may not have been able to really perform well. Soft shadows aren't exactly fast. But I think I was talking about actually blurring.
What I was talking about (which I've now said in like three different places, I think) was if you combine techniques. Having hard edged shadows and very dramatic changes between light and shadow is not what you have to do if you use shadow volumes of any kind. You can change it so it implements some other algorithms too.
The thing that I'm noticing is the more I learn about this stuff the more I think that valve went down the wrong route. It just feels like they're holding on to ancient techniques because that's how it was done in quake. We've adapted. Crysis is really a step in the right direction. UE3 is good too. (which uses two shadows maps, one blurred and one hard and interpolates between them based on distance. You can think of interpolation as ... averaging or gradient.) The thing about UE3 is it's made to be very user friendly and they have a lot of good techniques in there.
That is something like what I had in mind, but, there's no "intelligence" there. I mean, all they're doing is calculating new frames with physics. I'm talking more along the lines of attempting to purge the scripted sequence besides things that you want to be cinematic and exact.
If the animation is dynamic, then it can be effected by real-time events. I'm also interested in pursuing some sort of injury system. I mean, if we're going to be able to do physics quickly on the GPU, we might as well use it!
Also, that video is a little mis-leading. There are no light bounces in a radiosity method, because they generally measure energy. Notice, it did diffuse lighting very well ... and nothing else.
Blame it on Microsoft, God does.
Re: Recently Found
Posted by French Toast on
Fri Mar 16th 2007 at 6:11pm
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I recently found out that if you do something stupid like stay up until 6, then you wake up at 2 PM with the same amount of homework left to do.
Re: Recently Found
Posted by RedWood on
Sat Mar 17th 2007 at 7:19am
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Soo... you've been spying on me. (dam it)
Re: Recently Found
Posted by Orpheus on
Sat Mar 17th 2007 at 12:09pm
Posted
2007-03-17 12:09pm
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Amazingly enough, I found that I have over 30 gigs of audiobooks.
My library will be available as soon as I can get an additional hard drive and the software loaded for perusing them.
The best things in life, aren't things.
Re: Recently Found
Posted by Junkyard God on
Thu Mar 22nd 2007 at 8:04am
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I recently found, that if you tense the muscles in your neck while playing guitar, like most people, unknowingly do, you get tired of playing really really fast.
that's, physically tired.
When concentrating on relaxing every muscle in your body to the limits of staying upright, you can play for hours more, and not get all kinds of craps / exhausted.
Hell, is an half-filled auditorium
Re: Recently Found
Posted by French Toast on
Thu Mar 22nd 2007 at 4:31pm
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Have you found out yet that it isn't actually the best game ever made?