The Next BIG Thingy in Real-Time Graphics
#81
Posted 15 December 2004 - 12:43 AM
And once again, i dont know if you've already discussed this, as i am not going to read through all that crap, however if you have, it seems you've skipped it awefully quick, and means you have not taken these few things under careful consideration... (i mainly speak of the ray tracing algorith in general here)
#82
Posted 15 December 2004 - 01:59 AM
Smokey` said:
Altair said:
>> interreflections can be approximated with cubemaps only if you break objects into convex components...just imagine how complex the content generation and technical implementation process turns into...and not to mention when objects deform
>> and don't forget about other global effects like diffuse interreflectance, caustics interreflectance, color transfer through translucency, shadowed reflected caustics etc etc...simple reflections are only the *tip* of the iceberg which I highlighted to make a point
>> more serious apps like visualizations, product showcases, training/simulations etc typically have more stringent requirements on visual fidelity than games do...just because games can get by with visual inconsistencies doesn't mean other kinds of apps can
#83
Posted 15 December 2004 - 02:18 AM
Melvin said:
#84
Posted 15 December 2004 - 06:43 AM
>> "this kind of dynamic cubemapping is overkill most of the time, just like raytracing interreflections would be"...it may well be overkill for games *now*...but like I said, take the big picture of the 3D industry as a whole...in serious apps like architectural walkthroughs, product visualization and training simulations where correct visual cues are paramount, it may not be "overkill" but an actual requirement...which is probably why large companies like Boeing, automobile corporations etc look into rendering solutions like OpenRT to provide accurate visualization of large datasets
>> & 1 more thing...expectations evolve over time...why, elaborate self-shadowing, bumpy surfaces, full-scene glare and what not might have been yesterday's "overkill" effects, but witness how they've become today's indispensible features in any cutting-edge 3D app. Fast forward 5 years from now...it's a fair guess that global effects are expected to be commonplace what with emerging genres like "interactive cinematic gameplay" or even "realtime movie experience"...it may no longer be acceptable *not* to see the spout's reflection on the teapot's shiny body anymore by that time...by then, I don't fancy the prospect of spending loads of time writing tons of complicated rendering code to fudge some semblance of global effects...such tasks are best left to raytracing while I move on to other more pressing challenges
#85
Posted 15 December 2004 - 03:34 PM
Melvin said:
for each object with dynamic cubemap
{
render scene to a cubemap from the pivot point of the object
render the object by using the cubemap
}
That's pretty trivial, don't you think?Melvin said:
#86
Posted 16 December 2004 - 08:00 AM
Altair said:
for each object with dynamic cubemap
{
render scene to a cubemap from the pivot point of the object
render the object by using the cubemap
}
That's pretty trivial, don't you think?>> trivial? not at all...like all the other effects we try to fudge with rasterization, it only seems trivial on the surface, but compounds exponentially in implementation complexity the more effects we combine together...unlike raytracing which elegantly does away with these messy multipass, multitexture complexity
>> this is an example of how convoluted and unintuitive rasterization approaches are...and we haven't even considered anything beyond simple reflections yet
Altair said:
>> the Boeing showcase serves to highlight visualization of massive datasets...and "reflective & refractive spheres" are not at all there is to raytracing(they're but a small aspect of GI)...full GI takes care of all visual complexity while steering clear of unnecessary implementation complexity...and such simplification of the 3D development process is a major step in the right direction
>> one shouldn't dismiss the fact that 3D technology development is also driven by other industries eg. large scale image generators by Evans & Sutherland for training/simulations, massively parallel graphics servers by SGI for supercomputing visualization needs etc...
>> it is easy to hold a dim view of raytracing, that understandably stems in no small part from the "alpha version look" of raytracing technology at its current state...however, that'd be making up one's mind before the race has even started in earnest
Altair said:
>> given the obvious visual quality that raytracing has historically been lauded for, I don't quite get your constantly alluding to raytracing for producing "inferior quality"...as for performance, that still remains to be seen, though the massive sunflower field demo running on the prototype shows a glimmer of things to come
Altair said:
#87
Posted 16 December 2004 - 12:00 PM
#88
Posted 16 December 2004 - 03:51 PM
Melvin said:
Melvin said:
There are also things like production issues which prevent using certain technologies in games immediately when they are exposed in GPUs. It takes time to learn to use new technology and have good tools available for its utilization. In case of normalmapping it takes significant production effort from game developers to extensively take use of the technique and that's partly the reason why the size of our production team has more than doubled in size. Not that many game developers are yet ready to invest that amount of money to take extensive use of normalmapping and rather wait for tools to mature and knowledge to spread to make the effort thus investment on it smaller.
Melvin said:
I know it's easy to propose new ideas without thinking of implications or being responsible of them, and you hear this particularly from new developers. How many (particularly new) developers want to just throw the engine they are using out of the window and rewrite the whole crap from scratch, because they "know" how it should be done while wasting tons of valuable time put on debugging, learning, optimizing, etc. of the old engine :rolleyes:
Melvin said:
Melvin said:
Melvin said:
Anyway, it has been pleasure to discuss with you guys about this even though it did heat up a bit in few occasions :) It definately made me think the future of gfx technology more than I would have probably done just by myself, but now I need to focus more "pressing challenges" of finishing the game we are working on.
Cheers, Altair
#89
Posted 17 December 2004 - 10:33 AM
Altair said:
for each object with dynamic cubemap
{
render scene to a cubemap from the pivot point of the object
render the object by using the cubemap
}
That's pretty trivial, don't you think?Well im busy doing a last minute rewrite of the PS2 rendering system so i will keep this brief ... but Altair you do appreciate that this is only trivial for convex objects? Non-convex objects reflect other bits of itself and for arbitrarily complex objects cube mapping can no longer cut it without breaking the object up into convex parts...
I know this is a pretty cheesy point but do remember that cube mapping is not a be all and end all solution :) It was introduced (for raytracing quaintly enough) because mapping all the reflected rays was just too expensive :)
Anyway another tuppence from myself :)
#90
Posted 13 January 2005 - 12:41 PM
I still believe in my first post in this thread, global illumination (probably via photon mapping) will be the next big thing in computer graphics (which will use ray tracing, however photon density estimation for irradiance will be done in rasterization hardware, via shaders or textures... As i do not see rasterization subsiding in the near future). However ray tracing has absolutely impeckable potential in relation to computer graphics, as well as to computer simulations in general, more specifically acoustics and physics.
In relation to hardware and ray tracing... I do not see nVidia nor ATI going down this track at all, and if i'm not mistaken nVidia have said they will not be touching ray tracing in their hardware. So if anything is to happen here, SaarCOR, if successful, will be what we should expect to see once ray tracing becomes more viable for main stream graphics... (which is yet another lengthy discussion in itself, which I dont think I'll get into here)
Anyway, I just thought this thread required a bit of a kick... It's definately still worth discussing in my opinnion, and one of the most interesting threads i've read on a forum in quite some time. (It has apparently even caught the attention of Jacco Biker... And there for most probably Thierry Berger-Perrin... people who I'm sure could give alot of feedback on ray tracing...)
Oh and Davepermen, sorry for my ignorance earlier. I should have done my research before even thinking about responding.
Cant way to hear on everyone's thoughts! :D
P.S. I'm currently nearing completion of the first version of my graphics engine... So I should be around the forum alot more. :D
#91
Posted 29 August 2005 - 04:57 AM
#92
Posted 29 August 2005 - 06:26 AM
Quote
How do _they_ do that ?
I'm a huge fan of ray tracing and all it's decendants, but lets not overestimate what you can do with it.
#93
Posted 02 September 2005 - 07:21 PM
#94
Posted 04 September 2005 - 11:02 PM
GPU Vendors could add a raytracing unit that you can call from a Pixelshader or something like that. But there are many problems like holding and updating the necessary scenegraph. Especially with dynamic scenes.
#95
Posted 05 September 2005 - 05:19 PM
anubis said:
well, raytracers give the possibility to scale towards complete correct physical simulation as close as we know about it.
they as well give the possiblility to scale down till about the quality of doom3 (wich is whitted raytracing + some fake effects for pseudocaustics and similar stuff).
every cheat gpu's of today use to fake something can be used to fake the same thing in a raytracer. but there, we have the choise to do it correct as well. thats what altair somehow never wants, he wants to stay at the fakes and thinks they are good enough.. :D (but performance-drop per fake gets bigger and bigger.. integrating the fakes to make a complete faked engine harder and harder..)
well, i'm getting offtopic. fact is, i miss you in msn!! :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....
#96
Posted 06 September 2005 - 12:04 PM
davepermen said:
And how does a ray tracer scale toward complete diffuse lighting interaction? You'd have to generate an infinite amount of rays for every ray that hits a diffuse surface...
But i suppose its THEORETICALLY possible ... :rolleyes:
#97
Posted 06 September 2005 - 01:58 PM
Absolut physicaly correct lighting is not a goal that we should have for game programming. You won't notice the difference to photon mapping anyway :)
I think after WGF 2 IHVs will perhaps add raytracing units to their HW. The shaders are unified then so they "only" have to add a raytracer in addition to the rasterizer unit.
The main problem will be dynamic geometry. I can't imagine a solution for the problem that vertexshaders can change the position of a vertex to any position. Raytracers without a hierarchical scene structure are slow, that means it would have to be updated after every position change.
#98
Posted 06 September 2005 - 03:07 PM
davepermen said:
every cheat gpu's of today use to fake something can be used to fake the same thing in a raytracer. but there, we have the choise to do it correct as well. thats what altair somehow never wants, he wants to stay at the fakes and thinks they are good enough.. :D (but performance-drop per fake gets bigger and bigger.. integrating the fakes to make a complete faked engine harder and harder..)
well, i'm getting offtopic. fact is, i miss you in msn!! :D
After reading this long discussion I must say I'm thinking more along the davepermen, and am somewhat surprised the tough stance Altair is taking here.
Although the points he represents are valid as far as the current game industry is concerned, such as development and training costs and time it takes to develop new APIs and final product - They are not good enough reasons to stop progress and stop finding new ways of doing things.
Altair said:
Now, consider the implications of the change to the whole picture and the subtle gains you would have from raytracing, and suddenly sticking with rasterization and finding solutions by using it starts to appear much more appealing alternative - atleast if you see the big picture that is.
I don't think the gains would be necessarily "subtle" if we had a raytracing hardware, which had seen at least 10 years of intense development and research. The first rasterizing GPUs were not really that impressive and lacked both speed and majority of features we can now expect to find from a consumer class hardware. I don't think sticking to the rasterization *only* is a good approach in the long run.
We have been seeing somewhat incremental progress with the current graphics hardware, and I don't know if there can be an incremental path for the future GPUs to provide a feasible raytracing support alongside the rasterizer. Maybe it turns out to be easier than we think or maybe the road ahead is bumpy for pioneers of this technology and for companies which are willing to take risks, but after all, I see it inevitable that we will be seeing a game taking use of a raytracing technology sooner or later. After all, game developers are(or should be) keen - and the competition is keeping us too - finding new ways to provide the ultimate game experience for players. If the raytracing can help us to bring interesting visuals for the games, I'm all for it. And there surely are people who are willing to take the risks. One can always say there will be problems ahead, but so there always is. If a one is afraid of possible problems and therefore doing nothing, he/she's going nowhere.
I have seen raytracing to produce better images than any rasterizer so far, that alone is a good reason to keep on research and try doing it.
Juhani
#99
Posted 06 September 2005 - 06:45 PM
in raytracing hw, it would be doable, and would definitely add a lot to gaming immersion/experience.. blabla :D (just throwing buzzwords)
well, anyways.. once we get far enough with realtime raytracing i hope i can set up some nice example with my friends, hehe.
another important thing: any form of precalculation will be useless the more dynamic games get. and as we know, thats the trend: PPU, PhysX, just type into google :D
with complex scenes, fully dynamic changeable, stuff like precalculated radiance transfer simply doesn't work anymore. and you have to stay with what you can do realtime, dynamic. suddenly, a lot of the hacks altair loves so much won't work anymore..
-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....
#100
Posted 06 September 2005 - 09:02 PM
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