The Next BIG Thingy in Real-Time Graphics
#1
Posted 30 October 2004 - 06:07 PM
We've seen some insane leaps of realism in 3d games in the past few years. IMO the biggest breakthrough in recent times for 3D-Hardware is programmable-shading & for 3D Engines it is Real-time Lighting/Shadows.
We've seen Doom3 and the mind-blowing Unreal3 Engine. Normal, Displacement & Parallax mapping, soft-shadows, spherical harmonics, HDR & what not?
What do you guys think is the next big thing in 3d hardware & engines.
Apart from more & more GPU horse-power, longer & complex shaders, what kind of hardware capabilities do you guys wish for ?
If u were to design a 3D-Engine that gives Unreal3 a run for it's money, what techniques would you incorporate (assuming you got the hardware powerful enough)
Peace.... :)
XOR-cist
#2
Posted 30 October 2004 - 07:42 PM
#3
Posted 31 October 2004 - 02:01 AM
#4
Posted 31 October 2004 - 08:38 AM
XORcist said:
AFAIK Unreal 3 isn't due to be out for another 2 years because it simply won't run acceptably on current consumer hardware, so it's not exactly a good example to take when looking at "recent" graphics developments. That's what you should be looking at for future developments :).
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#5
Posted 31 October 2004 - 02:21 PM
Quote
To Baldurk : It is true that games using Unreal3 aint gonna be nowhere for the next 2 years, but, we've seen that engine in action. NV40 can run it but not exactly real-time. We all knew about Doom3 engine long time back. The tech was there since years. But, the game came out just a few months back.
What i wanted to know is the Ultimate Next Gen thing in Hardware & software . May be we might be re-writing our engines for hardware that does not do Rasterization at all. Like the Real-Time ray tracer NomadRock & Anubis were talking about http://www.saarcor.de
(btw, I am getting into a project to develop an FPS using Unreal3 engine. We're gonna get that baby in our hands pretty soon. Boy, I cant want to see that beast in action & code for it. :rolleyes: )
#6
Posted 01 November 2004 - 03:48 AM
If you ask me now, I would say that the next big leap (similar to normal mapping) is this time in geometry side, to increase the geometrical complexity in games. Anyway, if you ask me tomorrow, I may have already changed my mind :tongue:
Cheers, Altair
#7
Posted 01 November 2004 - 07:45 AM
- Me blog
#8
Posted 02 November 2004 - 08:17 AM
bladder said:
Yes, dynamic tesselation is definitely on its way. Very useful stuff :-)
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#9
Posted 02 November 2004 - 10:47 AM
So in my opinnion, real time, inter active, global illumination will be the next 'big' thing in relation to computer graphics; or atleast i hope so :)
#10
Posted 02 November 2004 - 11:52 AM
Of course this is not the _next step_ but it will forever be my rendering goal.
#11
Posted 02 November 2004 - 04:12 PM
#12
Posted 02 November 2004 - 05:47 PM
this will be the moment where some raytracing hardware has to prove it's power. we'll see when that moment comes, and if the hw will be ready.
i definitely hope so.
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#13
Posted 03 November 2004 - 09:18 AM
Oh, and it is currently possible to do real time photon mapping (note i did not say interactive), however the lighting may take a few seconds to catch upto the current state of everything... eg: shadows lagging (this can be a matter of seconds!) behind the object... it all just depends on the photon map density... but anyway, that's another story for another day :)
P.S. IMO, the only advantage to ray tracing is pixel-perfect rendering of mathematically reprasentable objects (eg: spheres, quadrics, super quadrics [see dev shot], etc...)
#14
Posted 03 November 2004 - 05:01 PM
and that hw realtime photonmapper is full raytracer in shaders, nothing else. you don't know much about realistic image synthesis, and gi, it seems....
with rastericers you have one gi limitation: it's virtually impossible (except you emulate raytracing logic).
with raytracing you have no limitation.
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#15
Posted 03 November 2004 - 10:18 PM
Sure, there will be advancements that games can take advantage of. Most likely these will be dynamic tesselation and the unification of pixel and vertex shaders.
The real advancement for graphics technology will come in a different form this time around. We will see generalization of the GPU to the point of being used for generic stream processing, GPU multitasking/threading, and a major change in the way applications interface with this hardware.
Microsoft has discussed Direct3D's future movements towards "Windows Graphics Foundations" which will mean the GPU will become a common application resource used by multiple applications simultaniously. Widespread presence of PCI express will mean new possibilities in real time rendering, but it will mainly enable superior usage of available ram for graphical user interfaces.
Microsoft need to catch up to Apple and their Quartz rendering engine. Microsoft wants to do it better than them and will use DirectX development to drive ATI and nVidia development to enable superior looking desktop applications.
http://brandonbloom.name
#16
Posted 03 November 2004 - 10:27 PM
so you can render at say 25fps onto a tv-texture, but still render the game at fastest possible (rest-)speed. etc..
we will see that. automatic scheduling and dispatching of tasks over the different general purpose pipelines. will be fun :D
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#17
Posted 05 November 2004 - 01:10 AM
What i meant is that in terms of rendering, ray tracing does not give you much of an advantage when dealing with global illumination, as opposed to polygon rasterisation. And i'm well aware that 'most' full gi implementations rely on ray tracing.
#18
Posted 06 November 2004 - 08:21 PM
#19
Posted 07 November 2004 - 10:10 AM
Real-time REYES rasterization!!! :-D Probably easier to accomplish.
#20
Posted 07 November 2004 - 12:51 PM
I suppose with GPU utilisation, we can have true zooming interfaces and more 3d hints like shadows which help usability. Any other ideas? I for one want a particle engine in my wordprocessor so when I hit the delete key, the whole freaking world knows what happened to that letter :P
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users


This topic is locked










