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Conclusion

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Real-time 3D rendering is in a particularly exciting phase of its evolution. With the arrival of GPUs that are more and more programmable, a lot of approaches that have been out of the question up until now are reappearing, as developers try to solve the problems at hand. 

Voxel octree ray casting is an especially promising technique for drastically increasing the geometric complexity of the games of the future. Obviously, it’s all still in the experimental stage, and Olick's demonstration at SIGGRAPH is more of a feasibility demonstration than anything else. A lot of questions remain unanswered.

One of those questions, which will be decisive for the future of the technology, has to do with the editing tools with which graphic artists will have to work. Olick says he expects an evolution of the system currently used for MegaTextures, which lets artists apply buffers to add details to a texture. Such a system, instead of modifying the normal map, would directly modify the geometry with this technology. But for now, everything is still in the conceptual stage and as we know, making nice demos is far from being the hardest part. They then have to be turned into a finished product that’s sufficiently stable and efficient.

Still, it’s very interesting to see a model animated using several million polygons (seven million in the initial model, done with ZBrush) at 60 frames per second on a present-generation card. These early results are extremely promising when you think about the hardware that will be available by the time games that actually use the technology hit the market. Given the development times for games nowadays, and considering how id Software doesn’t plan to release Rage before next year, we’d probably have to wait three or four years before this type of rendering hits retail shelves.

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DjEaZy 10/21/2009 8:17 AM
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... the 'matrix' is near... by this rate of progress...

doomtomb 10/21/2009 8:23 AM
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This stuff is pretty interesting but a little over my head. The only thing I really care about is when we will start seeing this in our games.

curnel_D 10/21/2009 8:53 AM
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This technology sounds a TON more promising than Ray tracing.

Zingam 10/21/2009 8:53 AM
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Damn! That's what I just wanted to start investigating. They'll beat me up even before I start again! I guess I'll never be a pioneer! :D

the_krasno 10/21/2009 9:09 AM
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This is awesome, the people that can really gain something here are amateur filmmakers that can't afford the giant rendering farms big studios have! :)

the_krasno 10/21/2009 9:09 AM
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the_krasno :
This is awesome, the people that can really gain something here are amateur filmmakers that can't afford the giant rendering farms big studios have!


I meant independent, not amateur. Sorry.

Anonymous 10/21/2009 9:10 AM
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personally i like raytracing, except for the performance issues. if you've ever tried doing a little 3d rendering, ray tracing is very good, makes things look very real if done properly. again i know it is slow

liquidsnake718 10/21/2009 9:41 AM
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Very interesting stuff, I do understand how limiting cubes or voxels can be limited in terms of depth and height(same height per distance) as polygons have that advantage where the triangle gives us just that, an angle that can be measured in terms of height and distanve. We have a vanishing point with a triangle as well.....

Iwonder if they can impliment both polygons and advanced cubes with different sizes for the initial layers creating a more fluid and complexed scenario or landscape........

JonathanDeane 10/21/2009 9:59 AM
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Interesting but voxels will have some extreme performance and space constraint hurdles to overcome before they become the main rendering of any game. I just downloaded a small demo http://www.advsys.net/ken/voxlap/voxlap03.htm its a little over 500K for the whole works but after you hit the genall batch file (it speeds up loading) the thing occupies about 120MB's of space for this simple game. Something like Quake 3 would have been a multi DVD file...

mlopinto2k1 10/21/2009 12:40 PM
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Pretty cool stuff.

amdfangirl 10/21/2009 1:08 PM
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Better put off upgrading my computer... again :P

Anonymous 10/21/2009 1:33 PM
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In the regular resolution 12x12 you get 144 cells instead of 122 as stated in the text

fatedtodie 10/21/2009 1:59 PM
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bin1127 10/21/2009 2:43 PM
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“pixel” is a fusion of the terms “picture” and “element,”, learned something new.

But i wouldn't want destructible walls. How am i going to camp when all the walls are gone?

manwell999 10/21/2009 3:11 PM
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zak_mckraken 10/21/2009 3:43 PM
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JimmiG 10/21/2009 5:37 PM
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fatedtodie :
anyone with a memory will recall the time he said multi-core was a waste of time and we should continue the Ghz race



Well, back in the day, everyone was talking about higher GHz as the solution to everything. Even Intel did:
http://www.theinquirer.net/inquire [...] 15ghz-2010
"LUCKY PUNTERS WILL BE ABLE TO BUY 15GHZ INTEL CHIPS, containing a billion transistors, by the end of the decade, said Pat Gelsinger, Intel veep and CTO in his keynote at the Intel Developer Forum in Tokyo today. Gelsinger also predicted that PDAs will hit 5GHz in the same timeframe. It's unlikely the chips will use the existing Pentium 4 architecture which is reckoned to only be good up to around 10GHz. "

Then Intel hit the thermal/power wall some time in 2004-2005, before even making it to 4 GHz. This of course signaled the end of such optimism. If that hadn't happened, higher clock speeds would still have been the best way to make faster CPUs. That makes all code run faster, not just code that is carefully optimized to extract parallelism. Multi-core CPUs for desktops and laptops initially came around not because it was the best choice for improving performance, but because it was not possible to further increase clock speed.

precariousgray 10/21/2009 5:41 PM
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Here's what I saw.

That example should give you an intuitive idea of one of the advantages of using trees.

kikireeki 10/21/2009 7:28 PM
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What happened to Normal Mapping?

JonathanDeane 10/21/2009 7:54 PM
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kikireeki :
What happened to Normal Mapping?



Hmmm maybe using a skin of voxels on top of a polygon mesh would be good for facial animation stuff, that sounds interesting to me or a mesh of polygons on top of the voxels for deformation purposes. Ok my mind is officially fried you may all proceed to LOL at me :)


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