Voxel/Polygon Accelerator 153
G. Waters writes: "Ars Technica writes that "3DLabs and Real Time Visualization have teamed up to design an accelerator that accelerates both voxels and polygons in the same scene." A link to the announcement can be found here. Perhaps voxels will become more mainstream with similar developments." I'm still waiting for the cards with accelerated bezier patches, but this is cool too. *grin*
Re:Voxel, for those that don't know.. (Score:1)
Re:Voxel, for those that don't know.. (Score:5)
Pixels and voxels are zero-dimensional samples of some 2D image or 3D volume. Thinking about them as squares, gaussian splats, or something other than samples is the path to the Dark Side.
For more info, read Alvy Ray Smith's Tech Memo, "A Pixel is Not a Little Square, a Pixel is Not a Little Square, a Pixel is Not a Little Square! (And a Voxel is Not a Little Cube)" available here [alvyray.com].
Not in England, you stupid yank (Score:1)
Over here, the ACCELERATOR is on the left. I know
Re:This is actually innovative, not just faster (Score:1)
hardware subdivision (Score:1)
Re:Wordenstein 3-D (Score:2)
-Vercingetorix
Re:We are using the card (Score:1)
Re:Spline based rendering (Score:1)
Walter H. Trent "Muad'Dib"
Padishah Emperor of the Known Universe, IMHO
Re:We are using the card (Score:1)
Re:Don't mind that. (Score:1)
he said: Really pisses me off when people forget that the ACCLERATOR is on the RIGHT.
So it pisses him off when people FORGET that the accelerator IS on the right.
Should I repeat that? He is stating that the accellerator is on the right, but some people forget about that from time to time, and that pisses him off.
He was trying to be humerous.....
Johan V.
Outcast used polygons too (Score:1)
But it used bumpmapping and anti-aliasing so those looked quite nice for software too.
Re:Spline based rendering (Score:1)
The saturn hardware has dual hitachi CPUs. The genesis used a 68000 chip. Now, there was an upgrade for the genesis that plugged into the cartidge slot, and then cartridges went into this thing. I forget the name, but it also had dual hitachi CPUs, but they were slower.
The dual CPUs is why the saturn flopped. The PS also has dual CPUs, but the software library that came with it took advantage of that. The software libraries that came with th Saturn didn't, so programmers had to balance their program across both CPUs themselves. This meant that the initial games only used a little over 50% of the power available, whereas the initial PS games used over 80% of the available power.
Also, the second CPU of the PS had the same core instructions, but the stripped parts of it and added some other parts, so the stuff they added might have given it an additional edge. Well, that's what I heard at least. The docs I'm able to find aren't clean whether that second chip is a modified r3000 or if it is totally different, and I'm not familiar with the r3000 to tell just by looking at the instruction sets.
Maybe it's just me... (Score:1)
A landscape could be defined with things like curved surfaces and probably be much more efficient. From what I understand about 3D graphics, using voxels to store something like a 3D object as opposed to polygons is akin to using a huge array instead of a linked list to store data in memory.
Re:Bezier patches (Score:2)
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Re:Not in England, you stupid yank (Score:1)
An old Apache game... (Score:3)
It generated much more realistic landscapes than anything else at the time. Does anyone remember the title?
Re:An old Apache game... (Score:2)
Wordenstein 3-D (Score:3)
On the contrary, i use voxels for word processing.
--
Re:An old Apache game... (Score:1)
- Rackham
"You can't protect anyone.... You can only love them."
Re:An old Apache game... (Score:2)
More recently there was "Delta Force II", using software voxel rendering. As a game I didn't really like it, and as an engine, well, I didn't really like it
It just couldn't perform well enough in software to compare to the combined might of CPU+3D card that polygon based engines get to use. It's a shame, because it had some really good points:
* The terrain was really 'curvey', none of the up-a-ramp, down-a-ramp of the polygon style.
* The grass was cool.
* Erm...
Who knows, if these cards actually deliver (modulo cost, entry point, programming, etc), it might become a more popular approach.
best wishes,
Mike
ps) I notice they will have development kits for linux - hooray!
Re:An old Apache game... (Score:1)
voxel-based. There could also be a game called "Apache" but I can't remember an old one, there is a somewhat new one by EA called longbow or
something like that which uses Apache helicopters
I think. Haven't played it though so I don't know
if it's voxel-based or not.
I do remember something for the Amiga.. (Score:2)
While perusing other issues, I recall reading about a voxel-based 3/4 view helicopter game made for the Amiga. It sounded quite interesting, because it also allowed for realtime landscape deformation. You could blow a huge hole in the ground to force the enemy someplace else where you had a more strategic advantage. It sounded quite neat. I also can't remember the name. Plus I'm not even sure it's what you're talking about ;)
Just thought I'd share...
I2O and other bus systems (Score:2)
For gamers, this could mean a 3D card that stores scene description data and allows the sound card and video card to intercommunicate with it, doing co-rendering (one card handles the scene itself as a mathematical entity, the others handle mapping the sounds and/or images).
These types of interactions between hardware are difficult because of competition, of course.
Pointless unless you're gaming or rendering... (Score:2)
there's not too much point to accelleration. memory yes, but accelleration for desktop machines that are used for practical purposes besides rendering is worthless... I think we're going to hit critical i-dont-care faster with video cards than with cpus.
critical i-dont-care being the point where it doesn't matter anymore what is in your system
Re:Pointless unless you're gaming or rendering... (Score:1)
Re:Pointless unless you're gaming (Score:1)
For everything that no one needs, it has a complement that everyone says the same about
Re:An old Apache game... (Score:2)
An honest question... (Score:2)
--
Re:Voxel, for those that don't know.. (Score:2)
texel: texture-element
voxel: volume-element
Have a nice day!
Re:Pointless unless you're gaming or rendering... (Score:3)
That's right! Gamers and CG people! Really, the more we can dump on hardware for those who need it, the more useful everything is. Useful, that is, to those who want/need it.
I want hardware based disk compression (do any hds do this already?)!
What the chip supports is really voxels though... (Score:1)
This chip has near zero relevance to gaming.
Re:Voxel, for those that don't know.. (Score:2)
In any case, show me a monitor that does correct 2D reconstruction of an image from these samples. Can't? That's because it doesn't exist. In 1D audio processing there are known ways to reconstruct the 1D "image" given the samples. There is no such postprocessing on any modern monitors. And all this image processing stuff tacitly assumes there is. Ergo, again, it is not applicable.
To ram the point home, remember that "little square" and "sample" are just two MODELS of limited applicability in different situations. Mankind DOES NOT HAVE a model for image processing which is in any way "correct".
Calling it the "path to the Dark Side" is just silly.
Re:Pointless unless you're gaming or rendering... (Score:4)
Links for those interested in AR:
rit.edu [rit.edu]
Media Lab [mit.edu]
The Navy [navy.mil]
There are plenty more out there also. VR stuff looks fine for now, but when you're trying to make CG stuff look like real world stuff and have it line up with real world objects you can use all the acceleration you can get. Untill CG looks real we're not there yet.
Re:An old Apache game... (Score:1)
The engine was also used in Armored Fist 3, IIRC...
For further interest, check out a good r eview of Delta Force 2 [cdmag.com]. It talks quite a bit about Novalogic's voxel engine.
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Sod voxels.... (Score:2)
Seriously, the use of polygons in graphics have not really done games any favours. Instead of having slow, but textured, graphics, we now have fast but clumsy & low-res graphics, instead.
IMHO, I'd rather have the quality than the quantity.
Re:What's an accelerated bezier patch ? (Score:1)
Re:Bezier patches (Score:4)
bezier patches [ucdavis.edu]
Bezier curves [mtu.edu]
Nurbs [mtu.edu]
What it boils down to is an easy way to store a curved data set. The display part is trickier... and that is where the acceleration would be nice.
If you had a curved object, you could break it into poly's and have all the triangle points stored in memory or you can have the control points (and the weights if used) stored in memory.
Obviously the math for the poly's are faster but the display isn't as smooth (Such as Quake 2). With bezier patches, the display takes more math but is smoother because you are representing curves and not lines.
When it is all said and done, the math isn't too bad, it is just additional math that needs to be done at 30+ fps.
Re:Sod voxels.... (Score:2)
The performance wouldn't be close to what you can get with polygons. A certain console renders a flat polygon in 2 cycles. TWO CYCLES! You can get a lot further with that sort of power than you can having complex recursive algorithms-on-a-chip.
Re:What the hell is a voxel??? (Score:1)
Re:I still play Comanche 3! Voxels rule :-) (Score:1)
Warning: Some Rambling follows
C3 run's decent on my P75 laptop with a 2 meg video card too, of course with detail turned down. I purchased Commanche 3, Armored Fist 2 (another nice game using the same graphics engine) and F-22 Lightnight II (which used the graphics engine too) for like $30 in a package called "The Art of War" I believe. This turned me on to Novalogic (www.novalogic.com as someoen pointed out earlier I believe). That prompted me to buy Delta Force, which again used the graphics engine. DF came bundled with F-22 Raptor, which I'm not completely sure if it's the same graphics engine or not. Anyways, multiplayer on DF is really decent, the distance the terrain can get mapped too makes it really nice for long-range combat. If only it didn't lack weapons. I played F-22 Raptor multiplayer on the net a couple times too, although most of the time I was flying a parachute. The original three games, AF2, C3, F22 Lightning, I played them all over my home network (two or three people at a time depending on which computers were working
Re:Voxel, for those that don't know.. (Score:2)
Think how much better textures look in Quake 2 and 3 when they are properly sampled with their neigbours and blended for use on the walls, rather than just pixel replication (like walking up to a wall in Doom and seeing a square of some ugly, solid) colour. Although there are still other ways to make the image quality look worse (compare how the blood/smoke clouds look on a Voodoo2 or a Voodoo5 vs. the square-ish-grid-look that seems to be inside them on an nVidia chipset [at least on the NV3, NV4, and NV5 chips ]:-)).
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Why Voxels (and Why Not Bezier Patches) (Score:1)
At SIGGRAPH this year there were a number of papers about direct point rendering. (And also about lightfield rendering, which is about drawing scenes without using any geometry at all). Try digging up the proceedings if you are interested in this.
Hardware accelerated Bezier patches are a lot like hardware accelerated Phong shading: they sound like a great idea, the "obvious next step", unless you're trying to use them to do something real. Just as Phong shading is not a particularly interesting lighting model once you reach a certain level of sophistication, Bezier patches are not very interesting shapes. Yeah, they're curvy, but they are curvy *without surface detail at a higher resolution than the curve*, which is just not very interesting.
John Carmack had a
Jonathan Blow
Game Research Scientist
Bolt Action Software
Re:One more thought on this... (Score:1)
To stay on topic, this accelerator IMHO represents a fairly significant advance in graphics hardware (not that it's new, but that it represents an intent to bring the hardware closer to the consumer market). As good as textured/lit/AA/bumpmapped/envmapped polys look, people need to remember that they're still just approximations. Take any polygonal/curved object, and keep increasing the resolution of detail. Eventually you're going to end up with just vertices. So while those approximations are the hip and in thing now, it's important to remember that eventually they will no longer be sufficient.
It should also be noted that when they say "voxels" they are talking about actual volume data, meaning a 3d array of samples. Delta Force/Commanche/Bladerunner/Tiberian Sun are all 2d simplifications.
Re:Voxel, for those that don't know.. (Score:1)
You're right, it's not the basic unit, but there's evidence that one of the basic elements of visual perception is a 2D sine wave. The receptive fields of some neurons in the human visual cortex can be modeled using Gabor functions [ruhr-uni-bochum.de], which consist of a plane wave and a Gaussian function. This model is useful in describing and modeling patern perception and edge detection [ptloma.edu].
really not for games, for now (Score:1)
To add to the huge cry of "Comanche!"... (Score:1)
Novalogic have recent received a new patent [ibm.com] on their use of Voxels for rendering realtime 3d terrains (see also this patent [ibm.com], or here [digitalgamedeveloper.com]).
IIRC, the big problem with the use of voxels in the past is that Novalogic have actively enforced their patent, which has made many games companies reluctant to use voxels in games (to represent terrain, in any case. Bladerunner used voxels to represent characters, IIRC). Hardware acceleration may be good, but I'm wondering how many games companies will take advantage of the technology. From the Yahoo article it sounds like the technology is going to be aimed at the professional marketplace anyway.
In my own opinion, voxels are great for representing distant terrain, but they look horrible at short range (not to mention the memory requirements needed to represent a detailed scene with voxels). With today's TnL acceleration, polygon based scenery is more likely to provoke the response I had when seeing Comanche for the first time.
Re:Voxel, for those that don't know.. (Score:1)
Why don't you just shut your pie hole.
There is nothing wrong with finding and posting useful information. Isn't that the point of allowing people to post here?
Re:Pointless unless you're gaming or rendering... (Score:1)
Let me guess, for your jpegs, mp3s, and dvds?
Ryan
Re:Bezier patches (Score:1)
My Attempt to Explain NURBS (Score:2)
#include <grain_of_salt.h>
/* hopefully if I got it wrong, someone will correct me */
I believe NURBS is an acronym for Non-Uniform Reticular B-Splines. B-Spline in turn is, I think, bilinear spline. Bilinear I think means that it's got 2 dimensions in which it extends. Of course, since it's curved, it takes up 3 dimensions.. like a piece of cloth. Whereas a normal spline would be like a piece of string. Bezier curves are a form of spline. I would guess that bezier patches are the 2D extension thereof.
Anyway, splines are a mathematical way to describe smooth curves that change direction a lot. (well, I guess you _could_ describe a hyperbola with splines, but you'd be better off just saying x = 1/y) So, when you take the spline model and extend it into 2 dimensions, you can make nifty curved surfaces like automobile bodies or rippled water or flux capacitance diagrams.. all with a relatively low number of control points.
Of course, the process of turning a bunch of control points into a matrix of really small triangles takes quite a bit of floating point math.. so it would be way cool for it to be accelerated in hardware. What would be even cooler would be for the hardware to translate it directly into hundreds or thousands of projected pixels.
Re:Voxel, for those that don't know.. (Score:1)
At LEAST spell his name right. "John Carmack"
nf
I still play Comanche 3! Voxels rule :-) (Score:1)
Bezier/Spline (Score:1)
This would actually give a good performance boost as you could reduce the data on the AGP bus quite a lot ('compressed geometry')
Esp. doesn't DirectX 8 support that kind of stuff? Even if you don't like DirectX (I also prefer OpenGL) it makes the standards...
CU,
Maori
Re:Voxel, for those that don't know.. (Score:2)
Re:An honest question... (Score:1)
Bezeir Patches (Score:1)
Re:Pointless unless you're gaming or rendering... (Score:1)
Re:I2O and other bus systems (Score:1)
each one does an alternate line of each image. this is pci only but I dont see motherboards with 2 agp slots appearing before the "next big thing"tm comes along
Re:Maybe it's just me... (Score:2)
Revenge of the Nurbs? Sorry, voxels more exciting. (Score:1)
Savant
correction (Score:1)
From reading those links, it also looks like I got the R in NURBS wrong.. it's "rational" not "reticular" (wonder where I got the latter
Re:abc (vauxhall) (Score:1)
"They think its sexist"
Or an engineer (Score:1)
It isn't about games for everyone. Games are great but I personally would rather see the acceleration hardware aimed at major CAD vendors (Autodesk [autodesk.com], PTC (ProEngineer) [ptc.com], SDRC (I*DEAS) [sdrc.com], Dassault Systemes (CATIA) [dsweb.com], UG Solutions Inc [ugsolutions.com]) rather than games because that would help me more. 3D graphics available today are really pretty slow compared to what I really need. (and yes we have some pretty high end hardware to work on too) Try rendering an entire plant in 3D with product in it and flying around in real time with a reasonable level of detail. (no you don't use a CAD system for this, you use dedicated VR or 3D simultion software like QUEST [delmia.com]) The currently availlable hardware still only permits fairly crude cartoonish models. It has been quickly improving though...
Actually what I'd really love to see any of them release their products for linux, but that's another topic... (funny thing is, most of them have unix versions already so it shouldn't be all that hard a port)
256^3? (Score:1)
Re:Sod voxels.... (Score:1)
Everything gets much harder in ray tracing, much harder. And ray tracing means you have to have really accurate models (no blocky models) because you're doing real ray intersections, as such you can't fake things very well with a chunky model. With our current hardware, we can make 300 poly's look like 10000 polys, even under dynamic lighting conditions, in real time. There may be some degenerate cases, but hey, nothing's perfect
- Paradox
Man of the C!!!
Good, but... (Score:1)
AFAIK, artist's 3d tools are geared towards polygonal based rendering. It's not a given that artists will find voxels intuitive to model with (although it may be that the raster-vector analogy stands). I'm not an artist so I don't know. But one of the challenges will be providing decent tools.
More significantly, many of the fundemental problems in computer graphics, such as visibility and lighting, have been solved in efficient ways for polygons in particular. I'm not greatly familiar with the current state of affairs in voxel based research, but there's a lot of basic techniques that are used today in polygonal-based rendering aside from drawing filled spans that may not translate directly to a new paradigm.
Perhaps the fact that the accelerator is a hybrid is key, since the different representations can be applied to more suitable constructions. But I think there's a way to go before voxels become mainstream, simply because they don't translate directly to polygons, and hence the class of problems associated with primitive rendering is not already solved.
Gingko
One more thought on this... (Score:2)
The idea was to swap voxels for when the objects get nearer to the camera.
A system could be used like this where voxels are used on all objects that need little detail far away and polygonal objects are swaped in when the object is near.
Just another idea from a sleep deprived soul...
games, voxels, height fields (Score:1)
And what was up with "voxel-based" characters in westwood's Blade Runner game a few years back?
We are using the card (Score:2)
On the down side, there are some limitations in the current card: no perspective projection (needed for applications like virtual endoscopy) and no way to mix surfaces with volume data (needed for surgical simulation, etc). That's why this news is exciting for us medical folks. As far as the rest of you (gamers, etc), my feeling is that if you build it, they will come. When it gets to the point that voxel data and surface data are handled by the same chip on a $200 video card with 1gig of memory, the game makers will use it.
Re:An old Apache game... (Score:1)
Re:Sod voxels.... (Score:2)
You wouldn't need much from a graphics card (fill rate + 2D for the UI)
You would need a fast CPU (for software ray casting). In fact, you'd need so much CPU, and ray casting works so well in parallel, that gamers would be driving the SMP market, and SMP machines would be common.
I'd love the simplicity of more CPU == better quality graphics. It's a pity we missed it
best wishes,
Mike.
Re:One thing I need to know.... (Score:1)
What we need is for someone to patch opengl into a java applet, for all platforms. Hardware acceleration for 3d web content is way too cool an idea.
- Paradox
Man of the C!!!
Voxel games (Score:1)
Re:This is actually innovative, not just faster (Score:1)
This is why Commanche used them. Remember Commanche didn't have a full 6dof, and as such it made the voxel engine design easier.
- Paradox
Man of the C!!!
Re:An honest question... (Score:1)
Usually - yes. Mostly, we are rendering objects that are actually 3D - people, monsters, houses, whatever.
But for all those things we only see a 2d-surface. And most of the transparent things you can look into are monochrome, so you can do them with a few polys. If you would put tea in a transparent cup and add milk so that it isnt homogeneous and so that you can still see through the tea - then you have an effect that is easy to do via voxels and difficult (not impossible!) to do via polys.
So, for the visualization of almost all things the 2d-surface is enough. Notable exception s are scientists that want to visualize a field or doctors that want transparent organs and flesh since this helps visualize the anatomy.
Granted, sometimes we render things that actually are purely 2D (CAD, FEM models, etc), but a 3D representation (ie Octree vs. BSP) is far more natural.
Funny, its just the other way round:
When rendering things you almost always see only the 2d surface. When doing CAD and caring about the center of gravity, weight, (rotational) inertia etc, the volume is important.
To put it another way - we actually spend time first creating a lot of polygons from a solid 3D model - for no other reason that the fact we need them for rendering, *and* decimating the very same meshes so that we have less facets! Bleugh!
I am not sure I understand you. If you, for example create the polys with a 3D scanner and then reduce them that is because its faster to do it this way than to have a reasonable tesselation from the start.
My boss was looking at these at SIGGRAPH, so I might have one to play with with a bit of luck...
What will you use it for? I am not saying voxels are useless, but I personally see much more uses for polys than for voxels.
Re:Voxel, for those that don't know.. (Score:2)
Consider, for instance, a non-ideal reconstruction filter on an audio channel. This distorts the output. Now you are saying that the input is still a point sample, but the output is distorted. This is totally the wrong way to view things. The output is "correct" - a priori. That's what you hear. There is no way to tell your ears that the actual physical output is somehow "wrong", and instruct your ears to hear the correctly-reconstructed version ... your ears hear what they hear.
In which case, we have to push the interpretation back up the line, and ask the question: if this is what my signal gives me through this reconstruction filter, then what signal would give the same results through perfect reconstruction?
And THAT is the definition of what your samples mean. Therefore, the samples are only point samples if the reconstruction filter is ideal. We like reconstruction filters to be close to ideal, PURELY so we can use the point sample model, because it's much easier than any other sampling model.
This is a somewhat moot point in audio theory, since you can get arbitrarily close to perfect reconstruction; however in image processing the reconstruction filters are nowhere NEAR ideal. Therefore, it is necessary to reinterpret your number sequence as something other than point samples. Unfortunately, this doesn't fit into image processing's usage of 18th-century mathematics, so it's not even ACKNOWLEDGED by teachers of the subject - of course; when you're teaching Newtonian Dynamics you don't waste time explaining that all of it is actually incorrect.
As to the idea that an image can be "bandlimited" - I reject that idea as plain nonsense. It works mathematically, but gives (as you say) visually impaired results in practice. Images just aren't made from frequencies in the same way that sound is. They just aren't.
So, 2D signal processing is a field well-grounded in irrelevant mathematics that doesn't work in pratice. In terms of reconstructing images from samples, it's NOT provably correct, unless you take on board this ridiculous and counter-intuitive idea that images can somehow be "bandlimited". They can't!
I'm not saying that 2D image processing isn't a useful field. It clearly is; using 2D image processing ideas you can do high-quality work. BUT it is totally incorrect to try and force this MODEL from image processing down people's throats, when the MODEL is demonstrably not reality.
Or, as Stroustrup puts it in "Design and Evolution of C++": If the map and the terrain differ, trust the terrain.
Re:Voxel, for those that don't know.. (Score:2)
You are right. I still think it's an alright tradeoff at this point, at least until anistropic filtering gets implemented in hardware
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Re:An honest question... (Score:3)
The problem is that a single voxel only models a single point in 3d space, where as a polygon can model a whole surface. Using voxels can be more expensive than using polygons because you often need many more of them to model a given subject (when viewed close up).
This development is signficant because voxels come into their own when viewed from such a distance that a single voxel/polygon is reduced to a few pixels or less. For example, landscape rendering. This development gives the developer the flexability to render voxels in the distance, and switch to polygons (which provide more detailed visul information, but are more expensive to render) for close to the cammera.
Thad
So, it's named... (Score:2)
Outcast (Score:3)
Re:abc (Score:2)
What is it lately? Are the drug cartels offloading a whole load of cheap crack at the minute?
Strong data typing is for those with weak minds.
What's an accelerated bezier patch ? (Score:5)
Voxel, for those that don't know.. (Score:3)
> dict voxel
1 definition found
From The Free On-line Dictionary of Computing (15Feb98) [foldoc]:
voxel
<jargon> (By analogy with "{pixel}") Volume element.
The smallest distinguishable box-shaped part of a
three-dimensional space. A particular voxel will be
identified by the x, y and z coordinates of one of its eight
corners, or perhaps its centre. The term is used in three
dimensional modelling.
(10 Mar 1995)
Re:I2O and other bus systems (Score:2)
I'd love to have my Ultra3 SCSI on an AGP port instead -- imagine what they do then!
Re:An honest question... (Score:5)
Pose the question like this : are raster graphics somehow superior to vector graphics?
At one point, video games were done with vector graphics (Tempest [klov.com] was the most memorable =) beacuse raster graphics were too expensive computationally to do. Once they were possible, much more freedom was allowed.
Polygons are basically vector graphics in 3d - an approximation generated by drawing lines through space to simulate the construction of objects. Whereas voxels are much more like pixels - you choose a resolution, and then you fill in each 3d point with a colour. They are just orders of magnitude more expensive than polygons, that's all.
The advantages? More freedom and realisim in what can be designed.
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Spline based rendering (Score:3)
From what I recall they went back to polygons because they were easier and you could create a better impression just using a lot of poly's.
Re:Pointless unless you're gaming or rendering... (Score:2)
Agreed, but then the whole 3D acceleration market is almost entirely geared towards the gaming industry anyway. 2D cards reached your critical i-dont-care limit long ago. There is simply no market for hugely fast 2D cards any more because they're all already fast enough that users won't notice any increase in speed. 3D cards haven't yet reached that point, and are relying on bigger and better games coming out that force users to upgrade. Eventually, there will reach a point at which it won't matter any more, and my guess is it won't be all that long. That said, I'm still waiting for a poly-based 3D game that can cope with the number of enemies on screen that Doom managed. That was what gave Doom it's frenzied atmosphere, and ultimately what made it such a good game.
Re:An honest question... (Score:3)
That's a slightly inaccurate answer, because you don't mention any of the disadvantages of using voxels.
The main disadvantage comes when you choose to view the shape at a higher resolution that that which it was created at. With a polygon (or other surface type) based model you still get a smooth image. With voxels, unless you're doing something clever to approximate the effect (which still won't work as well as using a surface definition), you don't. If you're generating your textures procedurally then you can zoom into a surface-based model as far as you like, whereas with a voxel based model eventually you'll end up with a single voxel filling your screen. Yum.
Both have their uses, and some games software in the past has used both (hey, there's a reason this card is supposed to be able to do both simultaneously, you know...), but to imply that voxels are somehow better than polygons is, IMHO, more than a little misleading.
Re:What's an accelerated bezier patch ? (Score:3)
Re:Pointless unless you're gaming or rendering... (Score:2)
Hmmm. Yes, you can play with large numbers of bots, but UT slows down for me when there are more than about 7 or 8 visible on screen at any one time. I have various machines ranging from an AMD K6-2/450 to a PIII-550, with Rage 128, Voodoo 3 and G400 cards, and all with 128MB or more of RAM. Admittedly, I can't persuade UT to use anything other than software rendering on the G400, even with the latest Matrox drivers :-(
Re:Offtopic: cars (Score:2)
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It's not really voxels (Score:2)
Whatever. In 5 years surfaces of elevation will rule the 3D game world. Call them what you want to.
--
Not a flame, but... (Score:3)
-={(Astynax)}=-
Bezier patches (Score:2)
I think that accelerated Nurbs would be more benificial. At least nurbs are the choice of Maya... I can't remember what the other packages like.
But... accelerated Bezier patches is a step towards faster nurbs.
Re:Pointless unless you're gaming (Score:2)
They're great for when you're modelling, so you can get a quick preview and get a decent idea of how highlights and textures are going to look, but, for the final render, they're not very useful.
Re:Pointless unless you're gaming or rendering... (Score:2)
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Re:An old Apache game... (Score:2)
I'll try not to stray too far off-topic, but Comanche made excellent use of a voxel landscape that was extremely realistic looking, but dark at times. (Heh, this was when a 486DX2/66 was a high-end computer.) The biggest drawback of the game at the time was that voxels used up huge amounts of memory at a time when most people only had 4 or 8 MB RAM, so the Comanche worlds were pretty but small. Another drawback to the game was that the landscape was so pretty that it made other visual elements--rockets, oil tanks, other helicopters--look cheesy in comparison.
When Win95 came out MS disabled real-mode hard drive access under DOS, which is something Comanche needed to run (anyone remember c.exe?). I still have the box sitting on a shelf. It's a cool-looking trapeziodal shape, which might be what influenced me to buy it in the first place.
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Re:An honest question... (Score:2)
Usually - yes. Mostly, we are rendering objects that are actually 3D - people, monsters, houses, whatever. Granted, sometimes we render things that actually are purely 2D (CAD, FEM models, etc), but a 3D representation (ie Octree vs. BSP) is far more natural.
To put it another way - we actually spend time first creating a lot of polygons from a solid 3D model - for no other reason that the fact we need them for rendering, *and* decimating the very same meshes so that we have less facets! Bleugh!
Advantages of volume viz. include the ability the really parallelise the rendering in image space (ie CPU per screen pixel). This works well in software, but I'm not sure how well it scales in hardware. You can also do really cool QOS - degrading the rendering depending on available CPU much *much* easier than with polygon based systems.
My boss was looking at these at SIGGRAPH, so I might have one to play with with a bit of luck...
I also want it just cause it's got 256Meg of RAM on it
best wishes,
Mike.
ps) http://www.rtviz.com/technology/index.html
Re:Pointless unless you're gaming or rendering... (Score:2)
chris
Re:An honest question... (Score:4)
Most games & CAD systems are polygon based because what you see and work with are surfaces, which polys are ideal to represent. Another advantage is that efficient polygon rendering is pretty easy to implement.
This changes when you are looking at volumetric data - this can be anything from medical scans to computational fluid dynamics results.
Volume rendering with "standard" 3d hardware is quite a rich research topic at the moment, but there are a few ways to do it.
1. Isosurface extraction - you have a field of, say, temperature values and you decide to pull out a surface at t=100 centigrade. You can use an algorithm such as "marching cubes" or "marching triangles" to give you a mesh that corresponds to the value you are looking for.
The problem is that this is expensive and you get *lots* of polygons. This is one of the reasons why "high end" boards are good for millions of tiny polygons, but fall flat when asked to do "game" type work.
2. "splatting" - this is where you just draw semi-transparent blobs where "active" voxels are and get some kind of image out. It is more complex than that (of course), but you vcan get good images.
3. Cunning stuff involving stencil buffers & 3D textures - there is a paper in siggraph proceedings from (i think) '98 or '99 that covers this. I didn't really get it to be honest.
The trouble with these approaches is that they are really just tortuous ways of visualising information that you would be able to just see if you could render your volume directly. Surface reconstruction is simple, but can take ages. Other algorithms are tricky to write & debug.
One final note is that 3D labs do some of the more fully featured accelerators, some of which support 3D textures. I would not be surprised if the volume representation was tied to texture memory in some way. Certainly 3D texture/voxel compression algorithms would be a likely place to start sharing technology.
And in answer to your question: polygons and voxels are both better, depending on what you want to do with them.