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GeForce3: Real-time RenderMan?
Graphics Posted by CmdrTaco on Tuesday June 26, @03:37PM
from the not-anytime-soon dept.
b0ris writes "This review of the NVIDIA GeForce3 at The Tech Report does a nice job explaining how the GF3 chip can create advanced graphics effects in real time. The author raises the prospect of having real-time Final Fantasy or Shrek-style animation on the desktop in a consumer graphics card. The examples from the GF3 he uses to back it up are almost convincing, even if it isn't quite there yet. Will render farms go the way of the dodo?" Well, I'm all for dreaming, but its gonna be a few years before the GeForce8 can do renderman in real time, but when we get there, Final Fantasy 21 is gonna rule.

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    Wow.... (Score:1, Troll)
    by Chester K (Score 5: Funny) on Tuesday June 26, @03:42PM EST (#13)
    (User #145560 Info) http://www.evercrest.com
    Imagine how cool it would be if they actually had stable drivers!

    At the rate NVidia's been going, they'll have stable GeForce3 drivers around the time the GeForce4 comes out. Don't hold your breath.

    NO CARRIER
    Re:Wow.... (Score:1)
    by Drunken_Jackass (NO.jlehr1.SPAM@nycap.rr.com) on Tuesday June 26, @03:44PM EST (#22)
    (User #325938 Info)
    what are talking about?! nvidia is probably the only graphic card manufacturer (period) that you can count on consitently updating their drivers - and with real updates, not just patches. FSAA on the geForce(1) with a driver update was one of the coolest things i ever experiences (don't get out much)
    "Hey, I'm just doing my job. You give me juris- my diction crap, you can cram it up your ass."
    Re:Wow.... (Score:1)
    by linzeal on Tuesday June 26, @03:57PM EST (#48)
    (User #197905 Info) http://www.anarchsforlife.org/
    Do you use an nvidia card??? The drivers have become less and less stable since 10.8 anything above that I consider beta because they either have dd problems with 2-D games or the nvdisp driver screws with winoa386.mod and anything that touches it.

    Give free help to pregnant women who need it

    Re:Wow.... (Score:1)
    by Sanchi (jam_nelson@deletethis.yahoo.com) on Tuesday June 26, @04:05PM EST (#59)
    (User #192386 Info)
    nVidia JUST releaced thier 12.41 drivers are release. Before this the last release drivers were 6.51. Everything else was beta's.

    Sanchi
    "They said we couldn't do it [Athlon]... but we built it, we shipped it... and we didn't have to recall it." Rich Heye
    Re:Wow.... (Score:1)
    by Drunken_Jackass (NO.jlehr1.SPAM@nycap.rr.com) on Tuesday June 26, @04:10PM EST (#64)
    (User #325938 Info)
    yes, i do use one - geForce 256 DDR. And i like it. i like it a lot. The fact that nvidia even has a 12.x driver (win) is a testament to their development team. If you don't like anything past 10.8, um, don't use it. I do, and it's a far cry from the 3.x drivers we were all using a year ago...yes from 3.x to 12.x in a year - and that's not just lip service - those are realeases that actually improved performance.
    "Hey, I'm just doing my job. You give me juris- my diction crap, you can cram it up your ass."
    Re:Wow.... (Score:1)
    by Vermifax on Tuesday June 26, @04:11PM EST (#67)
    (User #3687 Info)
    "yes from 3.x to 12.x in a year"

    That's called marketing

    Vermifax
    ドラゴン
    Logout

    Tell this to the BeOS community (Score:1)
    by Megaweapon on Tuesday June 26, @04:14PM EST (#73)
    (User #25185 Info)
    The BeOS GeForce driver doesn't even support hardware 3D yet...
    --
    I'd give my left arm for another right arm in place of my current left arm.
    Re:Tell this to the BeOS community (Score:1)
    by Majik Sznak on Tuesday June 26, @04:23PM EST (#84)
    (User #230190 Info) http://members.home.com/marc.objois/
    I thought BeOS didn't support hardware 3D acceleration at all. Please correct me if I'm wrong.
    Re:Tell this to the BeOS community (Score:1)
    by Megaweapon on Tuesday June 26, @04:35PM EST (#96)
    (User #25185 Info)
    No direct OpenGL support (which is what I meant to type).
    --
    I'd give my left arm for another right arm in place of my current left arm.
    Re:Wow.... (Score:1)
    by jobber-d on Tuesday June 26, @03:52PM EST (#40)
    (User #225767 Info)
    uh, since when has nvidia had unstable drivers? They're usin' unified driver architecture, meaning that the same drivers that they made for the original Geforce 2 years ago now can be used with the geforce3 (although the drivers might need to be tweaked a little for the differentiating architecture). This gives Nvidia over 2 years to tweak their drivers for maximum stability and performance. the only reason why you're complaining, im assuming, is because you are using the leaked beta drivers that Nvidia never authorized. well guess what? they arent supposed to be out! So if you care about stability that much, just get yourself the official drivers and stop bashing the company for something it has done right :P

    "You may want to kill a parent and its child if you are the system administrator..." - Using Unix

    Re:Wow.... (Score:2)
    by pcidevel (j.fairch-AT-gte-DOT-net) on Tuesday June 26, @05:10PM EST (#141)
    (User #207951 Info)
    uh, since when has nvidia had unstable drivers? They're usin' unified driver architecture, meaning that the same drivers that they made for the original Geforce 2 years ago now can be used with the geforce3 (although the drivers might need to be tweaked a little for the differentiating architecture). This gives Nvidia over 2 years to tweak their drivers for maximum stability and performance. the only reason why you're complaining, im assuming, is because you are using the leaked beta drivers that Nvidia never authorized. well guess what? they arent supposed to be out! So if you care about stability that much, just get yourself the official drivers and stop bashing the company for something it has done right :P

    Well, I had to throw my TNT2 card into the trash because it had unstable drivers. I recently built a low end machine for my wife to play everquest, and since eq doesn't need a high end graphics card I purchased a TNT2. About 50% of the time that she zoned or started the game her comp would get a fatal exception 0E. In fact it would get this fatal exception:

    A fatal exception 0E has occurred at 0028:C0006EB2 in VXD VMM (01)+ 00005EB2

    After days of playing with it.. buying new memory, trying everything I could I finally find out this is a problem that the TNT2 card has been having for years. I would say the drivers are realitivly unstable. I bought a Voodoo5 card for the machine and it hasn't crashed since. If you goto this link you'll see that the only workaround I could find (the AGP apeture size and disable video caching did not work) was to TURN OF HARDWARE ACCELERATION. ROFL! Why by a 3d card at all if you have to turn off the hardware acceleration to get it to work properly? Can't even run EQ with the acceleration turned off. And just to prove that the problem is not eq's.. I had the same problem when running Half-life on the card.

    It saddens me that Nvidia is quickly gaining a monopoly on the graphics industry, because I truely do not want to purchase another card from this company after they knowingly allow the old TNT2 cards to have driver problems without fixing it.
    -------

    I thought someone said there was going to be free beer!

    Re:Wow.... (Score:1)
    by NerdSlayer on Tuesday June 26, @05:38PM EST (#157)
    (User #300907 Info)
    Maybe you just got a bad card... ROFL! Also, to add insult to injury, you bought a voodoo 5.
    Re:Wow.... (Score:1)
    by msponsler on Tuesday June 26, @05:39PM EST (#158)
    (User #162527 Info)
    really? I have a tnt2 (Diamond tnt2...I forget the revision number...) in my machine...I know its old, I'm waiting for creative to release a geforce3. But, I've had my Diamond Viper 770 forever (and so have all of my friends) and I (them too :-) have never had _any_ repeat _ANY_ problems with them. Be it using the drivers that came with the card, or the latest detenator drives I downloaded from Nvidia (for Linux or win32). Either your board was defective (did you try to exchange it?) or you shoved it into a pci slot some how. Was that voodoo5 you bought pci? If it was, have you ever tried another card in your AGP slot? That could be fried. Also, check your BIOS, do you only have 64 megs of ram, and have your AGP apeture size set to 64 megs? The TNT2 chipset was one of the best chipsets in my mind. I'm still running a Viper 770 on my windows boxen at home, and my linux box here at work.
    -- Spoony
    Re:Wow.... (Score:2)
    by pcidevel (j.fairch-AT-gte-DOT-net) on Tuesday June 26, @06:11PM EST (#176)
    (User #207951 Info)
    really? I have a tnt2 (Diamond tnt2...I forget the revision number...) in my machine...I know its old, I'm waiting for creative to release a geforce3. But, I've had my Diamond Viper 770 forever (and so have all of my friends) and I (them too :-) have never had _any_ repeat _ANY_ problems with them. Be it using the drivers that came with the card, or the latest detenator drives I downloaded from Nvidia (for Linux or win32). Either your board was defective (did you try to exchange it?) or you shoved it into a pci slot some how. Was that voodoo5 you bought pci? If it was, have you ever tried another card in your AGP slot? That could be fried. Also, check your BIOS, do you only have 64 megs of ram, and have your AGP apeture size set to 64 megs? The TNT2 chipset was one of the best chipsets in my mind. I'm still running a Viper 770 on my windows boxen at home, and my linux box here at work.


    Heheheh.. Yeah the voodoo 5 is AGP. I don't think it's the TNT2 chipset but the way the specific card vendor (IOMAGIC) integrated the chipset into the card didn't work with the drivers, i.e. the TNT2 chipset works fine.. but the IOMAGIC card has problems with the drivers. I agree that it is probably a problem with the IOMAGIC card, and not Nvidia, but the people who purchased IOMAGIC cards need support too!

    If you see my name up there, I develop device drivers for PCI cards, so uhh.. I think I can tell the difference between a AGP slot and a PCI slot.. heheheheh.. funny to think about trying to fit a keyed agp card into a PCI slot.. I'm certain the pin locations are different, so if you did manage to get it in I don't think you would see ANY graphics.. :)

    The machine had 256 megs of ram, and I tried all the various AGP apeture size settings with no success.. the only way I could get the card to work reliably is to turn off hardware acceleration in windows all together, which wasn't an acceptable fix for me.

    As for the card, I've seen several iomagic cards have the same problems (3 or 4 different cards that people have had) in some 3d games (it seems EQ and Half-life is the worst). Again, I think the chipset is probably okay, but the drivers didn't seem to work with iomagic's specific implimentation of the card.

    As to the person who mentioned that it was funny that I got a Voodoo5.. Well I had only built the machine for 1 purpose, and that was to play Everquest. I purchased the Voodoo card AFTER Nvidia had purchased 3dfx, but I got it because I knew that card had very few issues with EQ, compared to the number of issues I saw people were having with the GeForce2 cards at the time.
    -------

    I thought someone said there was going to be free beer!

    Nah, it works fine (Score:2)
    by Animats (slashdot-replies@downside.com) on Tuesday June 26, @11:06PM EST (#235)
    (User #122034 Info) http://www.animats.com
    I've had no problems with a GeForce 3 card from ELSA. ELSA is partly owned by NVidia, and aims primarily at professional users. They have a number of older cards with price points above $1K. Surprisingly, their GeForce 3 card isn't more expensive than ones from game-oriented manufacturers. And ELSA provides a six year warranty.

    I'm using Win2K SP1, and the driver for the GEForce 3 works quite well. All the graphics features work. The chameleon demo is indeed impressive. Considering that NVidia just started shipping the Win2K driver, I'm quite impressed.

    I have more fans in my systems than most users go for. Nothing is overclocked. GeForce 3 boards have heat sinks on the RAM and a fan on the graphics chip. This board is pushing the limits of what's possible with current semiconductor technology. Power and cooling should be sized accordingly. Just shoving this into some low-end PC with a minimal power supply and fan may not work.

    Re:Wow.... (Score:2)
    by pcidevel (j.fairch-AT-gte-DOT-net) on Tuesday June 26, @06:39PM EST (#187)
    (User #207951 Info)
    It sounds to me like you had somthing else going on, or you had a bad TNT2, I've played quite a lot of EQ over the past year on a TNT2 without a single crash, before that I was using a PCI TNT without a crash as well.

    I would guess you either had a heating problem, old drivers lying around in the windows directory, or some motherboard/card interaction. nVidia has probably the best driver support out of all the consumer card companies, compared to say 3dfx who couldn't even be bothered supporting my Voodoo2 properly a little over a year after it was out and never did get a real OpenGL implementation going.


    Well.. I'm 99% sure that it was a driver problem because if you follow my link lots of people are having the problem, and I have seen the problem happen on several different cards on different machines. All of the cards were from one vendor tho, IOMAGIC. Now, that aside, you guys have definately made me MUCH less worried about my decision to purchase a GeForce3 card for the new machine I am building. I have honestly been very worried about purchasing any Nvidia chipsets since I saw the problem. I know that lots of peope HAVEN'T had the problem, but the problem definately does exist...


    -------

    I thought someone said there was going to be free beer!

    Re:Wow.... (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @07:44PM EST (#202)
    (User #211768 Info) http://deeznutsclan.cjb.net
    Given the landfill liners and the technology that has been in place for some time now to filter landfill runoff I don't think it will matter.
    It's not just the rendering. (Score:4, Insightful)
    by Ryu2 on Tuesday June 26, @03:42PM EST (#15)
    (User #89645 Info)
    In realistic graphical simulations, rendering is only a small part of the equation. Most of what we perceive to be "unrealistic" lies in the modelling of animation and movement -- physical dynamics and interactions such as collisions, deformations, effectsm natural pheonomena like wind, human locomotion, etc. We never think of these things conciously, but perceptually, if anything is out of place, we immediately notice something's amiss.

    Here, even the most advanced renderer won't help much if you're talking about real-time interactive stuff -- it is sitll raw CPU speed here...

    Re:It's not just the rendering. (Score:2, Interesting)
    by CoreyG on Tuesday June 26, @03:48PM EST (#32)
    (User #208821 Info)
    I think the intended benefit is in rendering the graphical representation of an already-calculated model. Sure, creating the models, wireframes, animations, etc. are the most time consuming process, but rendering the textures, reflections, transparencies, etc. aren't cheap either. That's where the GF3 comes in.

    The hard(er) part is getting the models and animations to look "right." The easy(ier) part should be rendering the textures for those models. Right now they're both expensive. The GF3 should lower the cost of the latter.
    Re:It's not just the rendering. (Score:2, Interesting)
    by donglekey on Tuesday June 26, @03:56PM EST (#45)
    (User #124433 Info)
    I think that his point was that you can't just have a solution in a video game. How is it saved? Eighther you use a mesh sequence which is space consuming and inflexible, or you do the simulation in realtime. I am not talking about a falling brick that can be done with keyframes, I am talking about water simulation and particle dynamics.

    You had me at HELO
    Re:It's not just the rendering. (Score:2, Interesting)
    by NeoTomba (NOSPAM.lw_web@NOSPAM.hotmail.com) on Tuesday June 26, @03:56PM EST (#47)
    (User #462540 Info)
    You mentioned something specific in your post that I just wanted to comment on quick, specifically the reference to what makes something realistic or unrealistic: "physical dynamics and interactions such as collisions, deformations, effectsm natural pheonomena like wind, human locomotion, etc"

    This is basically proving your point, but just to throw my own slant on it, having worked on small 3d rendering projects myself, it's never been the graphical hardware that has ever made anything I've worked on more realistic. And very rarely, it's been things implemented in code (deformations, etc) but rather texture detail.

    A quick explanation I feel is in order before I leave work. First and foremost, the most important aspect of any 3d environment is it's actual construction, in this case, polygons. However to the end user, a bunch of polygons will look like just that, a bunch of polygons. However with smart texturing (explanation of THAT in another minute) these polygons can actually begin to LOOK like something.

    Now, smart texturing. This is the tough part, I think, but also the most rewarding. I define smart texturing to be using textures which simulate real life features. Not just having a brick wall where all the bricks look the same, but a brick wall where some of the bricks are broken, some are off color, some are missing, but NEVER in any repeating pattern. The last part is the most important, but rarely done these days. However repetition of textures is usually the first thing that triggers a message in the brain that says, "ooh, right. this is a videogame"

    I first realized this a few years back when I was driving to work one morning. I was looking at the road ahead of me and was more or less studying the blacktop. I was trying to figure out why I had never seen a realistic looking road in a videogame before. I realized that it was because most roads consist of very simple textures: black surface, yellow and white lines. But the road I saw in front of me was drastically different: it wasn't just black, but a multitude of color. It didn't appear flat, but rather bumpy, and "textured". It was covered in skid marks, and there were signs that accidents had take place there before. The surface wasn't just some asphalt, but rather it told a story. Humans had been there, damaged it, and thats what made it interesting to look at that day.

    But I think we're still a ways off from being able to do away with the repetitive textures that dominate roads or brick walls in videogames. But sometime while texture mapping, experiment with details in the environment that show humans have been there: wear and tear. It's what makes it cool to see bullet holes in the walls and blood splattered all over the floor when you play Quake 3.

    Just some thoughts. Yeah, I rambled. But work is over now. Mission accomplished.

    -NeoTomba

    Re:It's not just the rendering. (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @07:51PM EST (#204)
    (User #211768 Info) http://deeznutsclan.cjb.net
    Of course ultimately textures are only there to make it look like there are more polygons there than are actually being used. So, in the end, it wouldn't be texture detail but model detail that you are after. Taking this a step further, as processor speeds increase graphics chips vendors will be put out of business, because with a fast enough processor we don't need to waste all that time sending polygons and textures over the bus when the CPU could raytrace infinitely detailed mathematical models faster. Note NVidia's entrance into the motherboard chipset market.
    Re:It's not just the rendering. (Score:1)
    by chill on Tuesday June 26, @09:39PM EST (#229)
    (User #34294 Info)
    Actually, you are both right. The textures are critical for the look, but many of the best effects use motion capture (look at FF) because non-mocap motion is too damn difficult to get right on things we "know".

    By "things we know" I mean human motion and things that we see every day and notice subconciously. Dinosaurs and spaceships are easy to fake since most people only see those in the movies -- and that is Hollywood motion, not reality anyway.

    If you notice, it isn't that uncommon to see a rendered STILL that is indistinguishable from reality. However, rendered MOTION is still a bitch.

      -chill
    --
    Charles E. Hill
    "When in doubt, recompile the source."
    Re:It's not just the rendering. (Score:2)
    by UnknownSoldier (pohoreski@SPAMIGNOREDmediaone.net?Subject=Slashdot) on Thursday June 28, @08:02AM EST (#292)
    (User #67820 Info)
    > But I think we're still a ways off from being able to do away with the repetitive textures that dominate roads or brick walls in videogames.

    Exactly. Why? Because we use textures as a form of compression. Computers just don't enough memory and bandwidth to allocate an unique texture for EVERY surface. (Light maps push this boundry though, as can be noted in Quake with it's light map cache.)
     
    The reason textures even "work" to begin with, is that from a distance, a surface looks pretty much "flat". But at the microscopic level (atoms) the "surface" is extremely hilly. In the real world, *ALL* those micro details ADD UP when that object is light. And that is why the textures in any game stand out like a sore thumb. It's not the "textures" themselves that are the problem. It's the surface roughness and lighting that we are CRUDELY approximating (for real-time rendering.) Bringing this back on topic, thats why off-line rendering farms can look SO much better and realistic. They have the time to do all the expensive math calcs needed for realistic lighting (i.e. ray-tracing)

    > It didn't appear flat, but rather bumpy
    That's why bump-mapping is so badly needed in today's games. It fakes the atomic "roughness" of a surface.

    I'll dig up a link to that Quake 1 client (with source) that added bump-mapping later today. The cool part was that you could adjust the level of bumpiness. A textured brick with a little bit of bump-mapping looked WAY better and started to look like a real brick (with indents.)

    Re:It's not just the rendering. (Score:2, Informative)
    by Anonymous Coward on Tuesday June 26, @04:56PM EST (#128)
    "Most of what we perceive to be "unrealistic" lies in the modelling of animation and movement -- physical dynamics and interactions such as collisions, deformations, effectsm natural pheonomena like wind, human locomotion, etc. -- it is sitll raw CPU speed here..." Actually, its not raw CPU power, anymore. Thats what a vertex shader is. A "shader" is a device that can give every pixel its own behaviour. Grass is a great example. Right now if a developer wanted to add grass, they would have to map every situation they wanted to be in the game. For instance, if they wanted the grass to be blowing in the wind, they would have to make an animation for that and add specific times for when that should happen. Let's say that a developer wanted to make the grass bend if stepped on. The developer would have to make an animation of the grass bedning down. Then they would have some command "IF Character on grass THEN play animation.avi". The problem with this is that if I step on the grass from the right side, and the animation was made of the grass bending to the right, then it would look stupid. If I step on a patch of grass, in real life the grass would bend the opposite way (the grass would not bend into me). A developer could add another animation, one for the grass bending one way and one for the grass bending another. But this would be time consuming and would still only work for two directions - what If I walked on the grass from the north or south side? Shaders fix this problem. They give the grass its own behaviour. The GPU's pixel shaders will determine what happened to the grass, and using the commands written by the developer (since they are programmable), will make the grass bend at the exact right angle. Pixels will no longer do what they have been assigned to do before hand by developers. They will have their own behaviour. They will react uniquely to every situation. This includes "deformations, the effects natural pheonomena like wind, human locomotion, etc." That is exactly what the vertex shaders are for, and it takes a load off the CPU.
    Re:It's not just the rendering. (Score:1)
    by WolfDeusEx (mhillary@onetel.net.uk) on Tuesday June 26, @05:10PM EST (#140)
    (User #310788 Info)
    The difference between the geforce cards and other graphics cards is that they don't of load stuff to the CPU. So while the cpu is stil important it is not as important as it with other graphics cards.
    -- Mark Hillary

    Information is to shared, whether it wants to be free or not.

    Hot stuff (Score:1, Offtopic)
    by Platinum Dragon (mbSialPkowsAkiM@home.com) on Tuesday June 26, @03:43PM EST (#19)
    (User #34829 Info) http://platdragon.cjb.net
    I'm sure the GeForce8 will knock my socks off, but I'll be damned if I'll be able to find space for the cooling unit. A garage might be able to handle it...

    Someday, you're going to die. Get over it.
    The real problem (Score:1)
    by Adolf_Hitler on Tuesday June 26, @03:44PM EST (#21)
    (User #199999 Info)
    The main problem with the GeForce 3 is that nVidia hasn't been pushing it enough into the home market. I mean, the specs sound yummy, but there isn't enough supply. Nobody sells it here :(

    --
    Stop Facism NOW!
    Re:The real problem (Score:1)
    by 13013dobbs (b_bronnenberg@hotmail.com) on Tuesday June 26, @04:27PM EST (#88)
    (User #113910 Info)
    They sell it here: Pricewatch
    Re:The real problem (Score:1)
    by Adolf_Hitler on Tuesday June 26, @04:32PM EST (#93)
    (User #199999 Info)
    Neat. It still hasn't made it to the local computer stores, though. They are still pushing GeForce2 MX crap ;) Although, hopefully it will filter though, since there is undoubtably a demand.

    Although, they will probably have the GeForce 5 out by the time it gets here ;)


    --
    Stop Facism NOW!
    Re:The real problem (Score:2)
    by 13013dobbs (b_bronnenberg@hotmail.com) on Tuesday June 26, @04:35PM EST (#95)
    (User #113910 Info)
    Stores around here are kinda slow as well. But, pricewatch always has the new stuff as soon as it comes out. You have to pay for shippig ans all that, but if you want the latest, there you are.
    Real time Rendering IS here (Score:2, Interesting)
    by tempestdata on Tuesday June 26, @03:46PM EST (#27)
    (User #457317 Info)
    I am not sure about real time rendering for flicks like shrek and final fantasy. But real time rendering for stuff that is less detailed is definitely here. I've worked with Maya quite a bit, and I remember hating the way I had to wait ages for it to render my movies ( 8 hours meant that I would leave it to render over night). Now what I was working on was not cutting edge and my use of lighting and textures was quite simple. I'm pretty sure that the GeForce 3 would render something like that in real time with no problems at all. Real time rendering is here and I'm happy that I wont have to wait a day before I can see the result of my work. This means a massive improvement in productivity and ease of use.. atleast for me.
    - Tempestdata
    Re:Real time Rendering IS here (Score:1)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @05:46PM EST (#164)
    (User #1571 Info) http://www.tolldog.com
    Not if you were using depthmap shadows and decent textures with high enough anti-aliasing.
    For the image quality of a render, even from Maya, you will have to wait a while... or you are doing some really simple stuff.
    The lighting that the GF3 does does not compare to what Maya renders. There are a couple levels of complexity in difference.
    -I just program here... how am I supposed to know?
    It's not that powerful (Score:2)
    by donglekey on Tuesday June 26, @03:49PM EST (#35)
    (User #124433 Info)
    Sure there is incredible potential in the geforce 3 and programmable stuff like it, but computer graphics in movies has too many extra things going on for it to be done in hardware realistically. If there was specialized hardware for all the nuances like raytacing, inverse kinematics, procedural textures, volumetrics, radiosity, etc. then maybe in could be done in realtime, but I don't think we're going to be there any time soon. Rendering is very slow because for the most part it can't take advantage of special hardware because the quality just isn't there. Anti-aliasing, motion blur, and good depth of field take time as do physics simulations, heavy subdivisions, and complex shaders. It's coming, but not for at least 4 more years, and that can only happen with the high end rendering tools like renderman and mental ray being written to take advantage of a specific card which isn't going to happen unless there are standards in place.

    You had me at HELO
    It's pretty damn powerful (Score:1)
    by oddKryses on Tuesday June 26, @06:41PM EST (#189)
    (User #320282 Info) http://geocities.com/oddind/
    yeah it's incredible that we have programmable pixel shaders (among other things), and it won't be very long until you see movie-quality gfx in games.

    remember what games looked like 5 years ago? back then one of the best-selling games (Duke Nukem 3D) still used sprites for enemies. and today? Quake 3 Arena looks mighty fine, but it's been out since 1999. have you seen the games being created for the GF3 now? take a look at AquaNox, Unreal 2, or DOOM 3 (only decent site i could find)...

    *ahem* quality isn't there? GF3 does have pretty good Full Screen Anti-Aliasing, motion blur (i don't care how good it looks, i hate it in my games), good depth field they're working on i imagine (looks good to me), physics (heard of Halo?) heavy subdivisions i don't know, and complex shaders... um, yeah, pixel shaders, and programmable... models cast shadows on themeselves, and they're pretty accurate etc... we already have that stuff man.

    but anyway. PC aside, take a look at Final Fantasy X. it IS in real-time, on the PS2. you can find some previews of it at ps2.ign.com and some other places as well.

    but, yeah, pre-rendered movies and such will always look better than real-time, because of processing power, like you said. but real-time gfx arn't as far behind as you think.


    (no knowledge of subject matter) + (crack cocaine) = (journalism!)
    Let's see if I can beat... (Score:4, Interesting)
    by Shotgun on Tuesday June 26, @03:50PM EST (#37)
    (User #30919 Info)
    everyone else to the punch.


    Sarcasm mode on:
    Will computers continue to get faster? Will we someday have lightbulbs in every room of the house? Will everyone who wants one be able to afford an automobile one day?

    Well, it'll be a few years before we're able to play color video games on our personal computers, but when we do the arcade games will really rock!!
    Sarcasm mode off:

    Really? What kind of sensless 'wow-computers-are-getting-faster' is this? The article actually makes sense and is interesting. It explains how computers are getting faster. It's the silly, so-called 'editoralizing' that stoopid.


    Aah, change is good. -- Rafiki Yeah, but it ain't easy. -- Simba

    Re:Let's see if I can beat... (Score:1)
    by LS on Tuesday June 26, @11:17PM EST (#237)
    (User #57954 Info)
    I tend to agree with you: amazement by advancements in technology gets old after a while For example, Slashdot just posted an article on IBM's super fast transistor. So WHAT? Transistors have been constantly getting faster for decades. But graphics are different. There is a distinct milestone, an endpoint, which is the exact duplication of visual reality. I will continue to be awed by computer graphics advances until a CG human which is indistinguishable from a real person is walking around on my screen.

    LS
    Final Fantasy XXI, eh? (Score:1)
    by SouperMike (soupermike@IHATESPAMhotmail.com) on Tuesday June 26, @03:50PM EST (#38)
    (User #199023 Info)
    why don't they just give up and start numbering them by year, like sports games?
    Re:Final Fantasy XXI, eh? (Score:1)
    by Kinchie on Tuesday June 26, @04:02PM EST (#55)
    (User #260645 Info)
    Oh, like Superbowl 2001? Quite a good idea.

    Ohhhh...computer games--silly me, I thought you meant the real ones. Okay, so I admit that the numbering system of the Superbowl annoys me a bit since everything else in by the year.


    Protege Posterioram Tuam

    Re:Final Fantasy XXI, eh? (Score:1)
    by eggstasy on Tuesday June 26, @04:19PM EST (#77)
    (User #458692 Info)
    Ummm why am I the only person literate enough to know that Square has decided to axe the FF series? FF XI will be the last one, will be played online, subscription-based, and will have a "chapter" system that allows them to keep on feeding the masses with new stuff (i.e. more of the same, but with subtle palette changes in the monsters) every week or month or whatever.
    Re:Final Fantasy XXI, eh? (Score:1)
    by Field (fgvanzee@mail.utexas.edu) on Tuesday June 26, @08:28PM EST (#223)
    (User #105545 Info)
    Um, are you on crack? Square has made no such decision. The Final Fantasy franchise is way to profitable to axe. Where did you hear this? I'd be interested to know your source. Or were you just assuming XI would be the last one due to the fact that it would be online? Sakaguchi has stated in interviews, if I'm not mistaken, that future FFs will not neccessarily be online, implying that there will be more after XI. I see no reason for Square to cut off the largest, healthiest branch of their game development.
    Re:Final Fantasy XXI, eh? (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @08:08PM EST (#216)
    (User #211768 Info) http://deeznutsclan.cjb.net
    While I am not the AC who originally replied to you, my guess would be the phrase "Ummm why am I the only person literate enough to know".

    Not everyone who can read happened to read whatever it is you read that told you this; furthermore, they probably don't even care. Your implication that one must be iliterate not to know what you do is insulting and immature. And so, to try to answer your sort-of-question, "And the point of this message was...?", it appears that the point of calling you a moron was to in turn insult you back for your original insult directed at every single person reading your message.

    Re:Final Fantasy XXI, eh? (Score:1)
    by thermostat42 (("thermostat_%d@yahoo.com", ANSWER)) on Tuesday June 26, @06:59PM EST (#194)
    (User #112272 Info)
    FFXXI?
    I think I remember that one. . . was that the one where the mysterious hero with a strange but endearing flaw falls in love with the beautiful dark-hair woman? Then he has to save the planet from powerful foo bent on world destruction, with only the help of his rag-tag band of loyal but querky friends?

    no, wait, I think that was FFXVI, nevermind.

    ----------
    no comment

    Re:Final Fantasy XXI, eh? (Score:1)
    by SouperMike (soupermike@IHATESPAMhotmail.com) on Wednesday June 27, @10:24PM EST (#288)
    (User #199023 Info)
    And, one with PINK hair in Final Fantasy V!!!
    Render Farms (Score:3, Funny)
    by Anonymous Coward on Tuesday June 26, @03:51PM EST (#39)
    > Will render farms go the way of the dodo?

    When a video card has the power of a render farm, then people will simply make a render farm using those cards.

    This will always be the case, until the rendering abilities of a card become indistinguishable from reality, and can render twice as fast.



    All your race are belong to Gus.
    Re:Render Farms (Score:2)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @05:49PM EST (#165)
    (User #1571 Info) http://www.tolldog.com
    Why would somebody do that. The implication is that the card is doing render quality at real time. If this is the case, no farm is needed. Just run the stuff through and hit record. Or transfer in what ever method you want.
    Some software does use the video hardware to render. It is grabing the frame off the buffer and saving to disk. Slower than real time, faster than a full blown software render.
    -I just program here... how am I supposed to know?
    Re:Render Farms (Score:1)
    by NeMon'ess (miDdAfMlNinx007@ySaPhAoMo.com) on Monday July 02, @02:59PM EST (#298)
    (User #160583 Info)
    What ever a card can do in realtime, all I have to do is double what it's doing and boom, I need another card. I can always add more detail to a scene, like making the renderer take into account the gentle pressure of a man's body hairs against his clothing.
    If you think I'm redundant, read the time I posted and compare to others.
    Not for years.!!!! Quote from pixar about Nvidia (Score:5, Interesting)
    by Vermifax on Tuesday June 26, @03:56PM EST (#44)
    (User #3687 Info)
    What Pixar thinks of NVidia: The quote from the Nvidia's website:

    Achieving Pixar-level animation in real-time has been an industry dream for years. With twice the performance of the GeForce 256 and per-pixel shading technology, the GeForce2 GTS is a major step toward achieving that goal.

    -Jen-Hsun Huang, President of NVIDIA Corp.

    Here is what Tom Duff from Pixar thinks about that:

    These guys just have no idea what goes into `Pixar-level animation.' (That's not quite fair, their engineers do, they come and visit all the time. But their managers and marketing monkeys haven't a clue, or possibly just think that you don't.)

    `Pixar-level animation' runs about 8 hundred thousand times slower than real-time on our renderfarm cpus. (I'm guessing. There's about 1000 cpus in the renderfarm and I guess we could produce all the frames in TS2 in about 50 days of renderfarm time. That comes to 1.2 million cpu hours for a 1.5 hour movie. That lags real time by a factor of 800,000.)

    Do you really believe that their toy is a million times faster than one of the cpus on our Ultra Sparc servers? What's the chance that we wouldn't put one of these babies on every desk in the building? They cost a couple of hundred bucks, right? Why hasn't NVIDIA tried to give us a carton of these things? -- think of the publicity milage they could get out of it!

    Don't forget that the scene descriptions of TS2 frames average between 500MB and 1GB. The data rate required to read the data in real time is at least 96Gb/sec. Think your AGP port can do that? Think again. 96 Gb/sec means that if they clock data in at 250 MHz, they need a bus 384 bits wide [this is typo. 384 _bytes_ wide!]. NBL!

    At Moore's Law-like rates (a factor of 10 in 5 years), even if the hardware they have today is 80 times more powerful than what we use now, it will take them 20 years before they can do the frames we do today in real time. And 20 years from now, Pixar won't be even remotely interested in TS2-level images, and I'll be retired, sitting on the front porch and picking my banjo, laughing at the same press release, recycled by NVIDIA's heirs and assigns.



    Vermifax
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    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:2)
    by MikeTheYak on Tuesday June 26, @04:28PM EST (#90)
    (User #123496 Info)
    Not only that, but it's not like "slow" renderers are going to be standing still while nVidia advances their technology. There is a heckuva lot of room for advancement before we can generate photorealistic images of any arbitrary environment. Wake me up when there's a GeForce that can do stuff like this in real-time (and don't forget the motion blur!), and then we can compare state of the art again.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:3, Interesting)
    by Uberminky (_.. ... .... ._ ._. .__. @softhome.net) on Tuesday June 26, @04:46PM EST (#116)
    (User #122220 Info) http://php.indiana.edu/~dgsharp/
    Or try something like this. As the Pixar dood mentioned, even if the card could *render* it in realtime, there's a whole lot more than just rendering. That pic there (my first, so don't expect much ;) takes several times longer just to PARSE than it does to render. And it's absolute crap compared to the crazy stuff Pixar does.

    However, I'd say we ARE about advanced enough to do crap like this in realtime... ;) (No goat links, I swear!!)

    However, there is some hope... I remember reading in a great book about 3D games (Black Art of Macintosh Game Programming) that raytrace-quality realtime games would be (according to the author's math) about 20 years away. Interestingly, that's exactly what the Pixar guy predicted, and that book was printed in 1996. My observations: today, Pixar does far more than simple raytracing. It's radiosity up the wazoo, for example (I assume ;). So to me, this suggests that ~20 years from when the book was published, we will be able to have realtime raytracing of 1996 quality. Still not too shabby. BUT. There are gazillions of optimizations you can make in realtime games that you can't make in raytracing. Here's how I see it: We can improve the algorithms a few powers of ten, efficiency-wise. (Don't say we can't, you'd be very wrong.) We can speed up our processors a few powers of ten. I think we're getting there faster than these guys are suggesting, just as long as we don't aim for the moving target of Today's Pixar Production$. (As he points out, there will never be a day when the realtime graphics are as good as the prerendered ones, simply because the big companies have the cash to throw at it to make it look better.) Anyawy. Sorry this was so long. Great stuff ahead, though. :)

    The streets shall flow with the blood of the Guberminky.

    KB9YEQ

    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:4, Funny)
    by aardvarkjoe (minch@u.arizona.edu) on Tuesday June 26, @05:07PM EST (#137)
    (User #156801 Info)
    Well, I hve no doubt that they could render an orange tree in better than realtime.

    After all, that orange tree would have taken years to grow.

    I used to moderate, but the crack got too expensive.

    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:2)
    by donglekey on Tuesday June 26, @05:29PM EST (#155)
    (User #124433 Info)
    Renderman doesn't do radiosity. Different techniques are used other than raytracing for realtime games and probably will continue to be for some time.

    You had me at HELO
    Re:RenderMan is a standard, not a product (Score:1)
    by donglekey on Tuesday June 26, @08:08PM EST (#215)
    (User #124433 Info)
    Yes I know this, obviously I was talking about Photorealistic Renderman, the implementation of the renderman standard and the renderer that pixar uses. So when he said, My observations: today, Pixar does far more than simple raytracing. It's radiosity up the wazoo, for example (I assume ;). I was making a correction.

    You had me at HELO
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by UberLame on Wednesday June 27, @08:11AM EST (#260)
    (User #249268 Info)
    Pixar doesn't raytrace. They are very clear about the fact that their renderer is a scanline renderer. I don't know if they use radiosity or not, but whether or not they do doesn't say anything about whether they ray trace, since from what I've seen, much radiosity is done as a preprocessing step and stored in the light value fields of each vertice. This means that if nothing in a room changes position, you can keep rerendering a moving camera without repeating the radiosity step. This is usefull for more realistic lighting in games. Prerender as much radiosity as possible, then just use cheap tricks for shadows and lighting for the moving characters.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by Uberminky (_.. ... .... ._ ._. .__. @softhome.net) on Wednesday June 27, @01:09PM EST (#278)
    (User #122220 Info) http://php.indiana.edu/~dgsharp/
    I thought I was also pretty clear about the fact that I'm a newbie at this, and the fact that I wasn't talking about the exact process Pixar uses. (Note the various "I assume"s, etc.) Whether they use a scanline renderer or not makes no difference whatsoever to what I was saying. My point remains, and I think all but the nitpickers saw it. In fact you saw it too, since your last couple of sentences are exactly what I was talking about.

    The streets shall flow with the blood of the Guberminky.

    KB9YEQ

    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by Pryon on Tuesday June 26, @06:01PM EST (#173)
    (User #181814 Info)
    Actually, BMRT's author (Larry Gritz) has long since left Pixar to start his own company with several other folks. They're going to be releasing yet another implementation of Renderman Real Soon Now. Larry has stated several times in comp.graphics.rendering.renderman that BMRT will continue to be free (in the sense of free beer) for the forseeable future, but efforts will concentrate mostly on development of the new renderer.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by ywwg (ywwg@NOSPAM!.usa.net) on Tuesday June 26, @05:16PM EST (#143)
    (User #20925 Info) http://www.sit.wisc.edu/~ogwilliams/FreeSearch/
    that's not the point. the point is that we can do the oldest stuff that pixar did (the lamps) in realtime now. Nobody thinks we can do shrek in realtime now. So that's a 10-year lag in prerender to realtime. The question is, will we be able to do shrek in realtime in another ten years?
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by Son of KingKong Jr. on Tuesday June 26, @05:56PM EST (#170)
    (User #413190 Info)
    They really use a different scene description file for each frame of a film? Hmmm
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by UberLame on Wednesday June 27, @08:16AM EST (#261)
    (User #249268 Info)
    I don't work at Pixar, so I can't say what they actually do, but I do know their software somewhat (used to be bundled with Nextstep before Apple bought Next). Their software supports defining everything in a scene once and using one file for the whole scene, than moving the objects in the scene. For meshs that change (think all the characters), I don't know if there is a good way to define their mesh once, or if you need their mesh redefine in each frame (which is to say, I don't remeber if it is possible to have a Shader move the vertices for skeltal animation). However, that doesn't mean that Pixar doesn't use one file for one frame. It just means that their software doesn't require it.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1, Insightful)
    by Anonymous Coward on Tuesday June 26, @06:26PM EST (#180)
    You forgot to compound Moore's Law computation. (forgetting for a second that it's application is questionable)

    2->4->8->16->32->64->128

    between 6 and 7 years until pixar (by your transistor requirements) quality rendering can happen in real time on a commodity card. Factor in the fact that most users are going to be rendering at computer screen resolutions & 5 years is still a safe bet.

    No, its not time to unscrew your case, but it IS time for game and software companies to pay attention.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by GPLwhore on Tuesday June 26, @08:00PM EST (#209)
    (User #455583 Info)
    "That lags real time by a factor of 800,000"

    Well, this should be quite embarrassing for Pixar guys because for all that money spend and incredible amount of hardware used, Pixar stuff does not look 800,000 times better no matter how you cut it.
    Nvidia products offer much better value for the money ..


    ...and you can't blame meteors for everything.
    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @08:13PM EST (#217)
    (User #211768 Info) http://deeznutsclan.cjb.net
    Don't forget that the scene descriptions of TS2 frames average between 500MB and 1GB. The data rate required to read the data in real time is at least 96Gb/sec. Think your AGP port can do that? Think again. 96 Gb/sec means that if they clock data in at 250 MHz, they need a bus 384 bits wide [this is typo. 384 _bytes_ wide!]. NBL!

    Actually using vertex buffers and onboard textures the AGP bus would not need to touch most of that stuff from one frame to the next. Of course you'd need a video card with a gig+ of RAM.

    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by Captain Nitpick on Tuesday June 26, @08:15PM EST (#218)
    (User #16515 Info)

    Dude. Both of those quotes are referring to the GeForce 2 GTS. The Tom Duff post to comp.graphics.rendering.renderman is over a year old. The review being posted is about the GeForce 3.

    Yes, much of what Tom Duff said probably still holds true, but let's try to quote material that is actually referring to the subject at hand, mm'kay?



    --
    But then again, I could be wrong.
    It is relevant ... (Score:1)
    by Vermifax on Thursday June 28, @03:14PM EST (#297)
    (User #3687 Info)
    ..he specifically talks about how Nvidia will repeat this allegation with every generation.

    Vermifax
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    Re:Not for years.!!!! Quote from pixar about Nvidi (Score:1)
    by C. Tengo Hambre on Wednesday June 27, @03:31AM EST (#253)
    (User #452964 Info)
    It's obvious by now that not even you believe what you post. If you truly believed it were dying you wouldn't bother posting this all the time. What would be the point? But you seem to be trying to will it to happen.
    render != raytrace (Score:5, Insightful)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @03:56PM EST (#46)
    (User #1571 Info) http://www.tolldog.com
    Most of what we see with "realistic rendering" on desktop boxes is OpenGL / direct3d based. This isn't realy rendering, well... its not raytraced.
    Its true that they are getting close and blurring the line between rendering and desktop 3D for all practical purposes there is a difference.
    I just hope rendering never goes away... I need this job!
    Another difference is that game movement is not near as complex as cinematic animation. Most game movement is pre-definded movements trigered by something. A lot of secondary animation and even some primary animation is done by a complicated set of equations. It all depends on the package, but sometimes with these solvers on, you might get 1 fps when viewing the animation. Until issues like that are fixed, you will not be able to generate stuff like that on the fly.


    -I just program here... how am I supposed to know?
    Re:render != raytrace (Score:3, Informative)
    by furiousgeorge on Tuesday June 26, @04:11PM EST (#66)
    (User #30912 Info)
    >> This isn't realy rendering, well... its
    >>not raytraced.

    That makes zero sense.

    'real' rendering is not raytracing. Raytracing is one type of approach for simulation light propagation. It's not the end-all and be-all. it has it's own serious problems.

    Go see a movie. 99% of the CGI that you will see in feature films is done with PRMan (Pixars implementation of the Renderman standard). PRMan doesn't raytrace. Ever.

    Raytracing has it's place. So do a lot of other approaches. Open your mind.......


    PRMan does raytrace (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Tuesday June 26, @04:43PM EST (#113)
    (User #102287 Info)
    PRMan doesn't raytrace. Ever.

    You are wrong. The shader language can raytrace.

    Using BMRT together with PRMan, it can ray trace, and many people use it. Like in Hollow Man, for instance.

    Here is a gallery, which includes Hollow Man. The call looks like this :

    color trace (point from, vector dir)

    Traces a ray from position from in the direction of vector dir. The return value is the incoming light from that direction.

    Source

    Re:PRMan does raytrace (Score:1)
    by donglekey on Tuesday June 26, @05:08PM EST (#138)
    (User #124433 Info)
    No he isn't wrong, PRMan doesn't raytrace, ever. The shader language is a scene description language. PRMan is a software program that renders very well, but does not raytrace. On a side note though, he is wrong about 99% of movies being rendered with renderman. When raytracing is needed it is usually not BMRT that is reached for, it is Mental Ray / Final Gathering.

    You had me at HELO
    Re:PRMan does raytrace (Score:2)
    by furiousgeorge on Tuesday June 26, @07:34PM EST (#199)
    (User #30912 Info)
    >>he is wrong about 99% of movies being
    >>rendered with renderman.

    actually i'm not. Other than Antz/Shrek from PDI (which have their own in house renderer), i'd say 95% (conservative estimate) of the feature quality CGI put out is done with PRMan.

    Mental ray - yeah i'd been used for a few things (e.g. Flubber) when you absolutely HAVE to use raytracing. But other than that, no way. It can't swallow the type of scenes that PRMan can handle, the memory requirements are FAR too high, and it's motion blur is weak at best in comparision. There have been plenty of post houses that have tried to use it, but once you start to throw large scenes at it that require quality anti-aliasing, motion blur, and HUGE geometry databases it just falls apart. MR3.0 will tackle *some* of these problems, but the fact that it's a raytracer gives it some inherent limitations of what it can handle.

    And this isn't from somebody who hates mental ray --- i worked on it at Softimage for 3+ years. It's a good renderer, but it's no PRMan.


    Re:PRMan does raytrace (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Wednesday June 27, @09:34AM EST (#271)
    (User #102287 Info)
    PRMAN CAN RAYTRACE USING BMRT AS A TRACER.

    BMRT Raytracing Howto

    You can hook up PRMan and BMRT together, using BMRT to do the trace() calls. This is in fact a semi-supported function that Pixar gives to people. When you get PRMan, they'll happily give you BMRT, as well. Many things Pixar does use BMRT. BMRT is good. Don't diss BMRT. When people use PRMan, BMRT is a natural thing to include in many cases!

    Re:PRMan does raytrace - if the render supports it (Score:2, Interesting)
    by Pryon on Tuesday June 26, @06:33PM EST (#183)
    (User #181814 Info)

    If you read the RenderMan Interface Spec. (V 3.2) the entry for trace() reads as follows:

    "color trace( point P, point R )

    trace
    returns the incident light reaching a point P from a given direction R. If a particular implementation does not support the Ray Tracing capability, and cannot compute the incident light arriving from an arbitrary direction, trace will return 0 (black). "

    So, you can call trace() in prman, but it's not going to do you any good.

    That said, it is possible to write a ray tracer in the shading language! This has been done, in fact, by an insane person named Katsuaki Hiramitsu. This shader, however, does not use the trace() call. The trick lies in actually defining the objects you're going to do ray tracing on in the shader along with your own version of trace(), which is, by necessity, intimately bound to the type of object you've defined.

    So, saying the shading language can ray trace is like saying you can keep yourself alive for a while by eating selected portions of your own body. It's possible, but certainly pessimal.


    *RenderMan* does raytracing, if the *renderer*... (Score:1)
    by Pryon on Tuesday June 26, @06:35PM EST (#186)
    (User #181814 Info)
    Fat fingered the subject...
    PRMAN CAN RAYTRACE (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Wednesday June 27, @09:31AM EST (#270)
    (User #102287 Info)
    PRMAN CAN RAYTRACE USING BMRT AS A TRACER.

    BMRT Raytracing Howto

    You people are amazing. You don't even bother to look at my link, and you tell me I'm wrong.

    Re:PRMAN CAN (NOT) RAYTRACE (Score:1)
    by Pryon on Wednesday June 27, @10:07AM EST (#275)
    (User #181814 Info)
    VikingCoder:

    PRMAN CAN RAYTRACE USING BMRT AS A TRACER

    On my planet, "Earth", when program 1 calls program 2 to do a specific task, we don't say that program 1 is performing the specific task.

    BTW, I did read the link you provided, long before this thread came up. I read it again just to be sure. The HOWTO very carefully refers to two separate renderers. At no point is it even implied that prman is doing raytracing. It clearly states that you must rewrite trace() as a DSO shadeop which calls BMRT to throw some rays around. It even talks about the disadvantage of having to keep the scene geometry in memory for two different renderers.

    If you still think that's prman doing raytracing then I suggest you take a remedial english class.


    Hypothetical (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Wednesday June 27, @10:35AM EST (#276)
    (User #102287 Info)
    To draw an analogy :

    If I'm in Word, and I add an Excel spreadsheet to it - and then I print it - is that Word printing a spreadsheet? By my definition, yes - by your definition, no.

    By my definition, Word can use Excel as a spreadsheet renderer. By your definition, apparently, just because Excel is not built in to Word, it means that Word is incapable of printing spreadsheets.

    They're telling me, "There's no way for Word to print a spreadsheet," and I'm saying they're wrong. You're also saying I'm wrong. But I'm not, I'm right - and the page I pointed to shows how it can be done. It's not easy, and there are problems, but it can be done. The actual facts are on my side.

    Your definition might be more technically correct (since "we don't say that program 1 is performing the specific task"), but mine is certainly more useful. Since my point was that program 1 is able to perform a specific task, by commincating with another program. Many programs are incapable of communicating with other programs in such a manner, and that makes PRMan pretty cool, in my book.

    By the way, it's "English," not "english."

    Re:Hypothetical (Score:1)
    by Pryon on Wednesday June 27, @01:54PM EST (#279)
    (User #181814 Info)

    You're now talking about two separate things: Word's ability to render an Excel spreadsheet and Word's ability to print an arbitrary object it's able to render.

    Let's just assume that Word can print anything it can render.

    There are (at least) two situations:

    1. You've got a preexisting Excel spreadsheet and both Word and Excel.
    2. You've got a preexisting Excel spreadsheet but Word only.

    If you can import the spreadsheet and print the resulting document in case (1) but not in case (2), the situation is equivalent to that with BMRT/prman.

    If you can import/print in both cases, then your analogy is bogus since it would mean that Word is inherently capable of rendering an Excel spreadsheet.

    The point? Well, I'm saying 'echo "Word can't render an Excel spreadsheet without Excel." | sed -e 's/Word/prman/' -e 's/render an Excel spreadsheet/do radiosity via an SL trace\(\) call/' -e 's/Excel/BMRT/'.

    If you disagree with that then I guess we'll have to agree to disagree.


    echo, sed, double negatives (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Wednesday June 27, @04:36PM EST (#284)
    (User #102287 Info)
    Well, I guess I live in the real world where people make their arguments using English language sentances, not echo and sed.

    After executing your commands, I am left with the following statement from you :

    prman can't do radiosity via an SL trace without BMRT.

    Now, I will apply the English language suggestion for good writing, "Don't never use double negatives," after which, your statement becomes :

    prman can do radiosity via an SL trace with BMRT.

    This is shockingly like my original statment :

    PRMAN CAN RAYTRACE USING BMRT AS A TRACER.

    And I guess I agree with myself. So, then I can only laugh, when I read your insulting statement :

    If you still think that's prman doing raytracing then I suggest you take a remedial english class.

    Because I just proved that you "think that's prman doing raytracing"! So, why exactly did you need to insult me twice in your post, in order to agree with me?

    Re:echo, sed, double negatives (Score:1)
    by Pryon on Wednesday June 27, @09:09PM EST (#287)
    (User #181814 Info)

    Sigh. This will be my last post in this thread.

    I did make an actual error in my previous post. Replace "radiosity" with "raytracing" to fix.

    The phrase "take a remedial english class" did not appear in my previous post. You might consider getting some help for that persecution complex.

    I'll put it as simply as I can: Just as Word's ability to print (or even render) a spreadsheet does not make it a spreadsheet program, prman's ability to call BMRT to do raytracing does not make prman a raytracing program.

    I apologize if my previous use of double negatives hurt your widdle head. I'll refrain from using them in the future. HAND!

    Okay, my last post in this thread (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Thursday June 28, @09:29AM EST (#295)
    (User #102287 Info)
    This will be my last post in this thread.

    Thanks - having the last word is kind of fun.

    You might consider getting some help for that persecution complex.

    If this is a back-handed apology, I accept. If it's merely another insult, you might want to consider taking some agression management classes. I think it's somewhat childish of you to move an argument of fact into a namecalling bout, suggesting that I don't live in the real world, don't know how to use the English language, and now that I need therapy, and have a "widdle head."

    Semantic debates are sometimes enthralling, because you can twist words to make facts lie - but they don't really further understanding. Your definitions of "program" and "call" are well stated, and I believe I understand them, but I don't believe that they reall help you.

    Word can call Excel to do spreadsheets, but that doesn't make it a spreadsheet program. PRman can call BMRT to do raytracing, but that doesn't make it a raytracing program. Eudora can call PGP to do encryption, but that doesn't make it an encryption program. The JVM can call methods in a class file to give you the long-distance phone calling capabilities in DialPad, but that doesn't make the JVM a long-distance phone calling program. Quake III : Team Arena can call jpeg library functions to load jpeg images, but that doesn't make it a jpeg image loading program. Internet Explorer can call Hotmail to send email, but that doesn't make Internet Explorer an email program. PRMan can call the shader language to do shading, but that doesn't make it a shading program.

    Utility is an interesting thing. I can use a butter knife to turn screws, and I will agree with you that my ability to use a butter knife in that manner doesn't somehow turn it into a "screwdriver," in the traditional sense. But, if your definition of a screwdriver is merely that it is an implement with which one may turn a screw, it becomes a pretty hazy line. If you ask me for a screwdriver, and I hand you a butter knife, I'll laugh at myself, right along with you. It's silly, it's not what you asked for, but it'll do the job. You have to agree that if a demolitions expert is trying to defuse a nuclear bomb without his tools, the clock says 26 seconds, and he asks me for a screwdriver, if I hand him a butter knife - I've saved the day!

    Most effects houses have a hard time staying in the black, and most use PRMan. If an effects house is down to the wire, and their client demands that a certain effect needs to look more real, and the only way to pull it off is by having PRMan call BMRT to do raytracing, they'd rather use my definitions of "program" and "call" than yours.

    I love your last paragraph - I think you should use it, then next time you're on Jerry Springer.

    Re:PRMan does raytrace (Score:2)
    by furiousgeorge on Tuesday June 26, @07:37PM EST (#200)
    (User #30912 Info)
    >>The shader language can raytrace.

    Correct. and PRMan returns BLACK whenever you call trace. Therefor PRMan doesn't raytrace - ever.

    You can hook it up to another renderer (e.g. BMRT, RenderDotC) to handle the trace() calls, but that raises it's own issues.


    Re:PRMan does raytrace (Score:2)
    by Pseudonym on Wednesday June 27, @08:52AM EST (#269)
    (User #62607 Info)

    Disclaimer: I work for DotC.

    RenderDotC doesn't raytrace either. You might be thinking of Mirage-3D, the author of which, the great Timm Dapper, also works for DotC.


    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    Re:render != raytrace (Score:1)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @05:26PM EST (#151)
    (User #1571 Info) http://www.tolldog.com
    I agree.
    I was typing faster than thinking... not rare for me.
    Everything you state is correct.
    What I was intending to say is that what the graphics card is doing is different than what renderfarm rendering is doing. I don't consider it really rendering unless its from some render package such as Maya, PRrenderman, Mental Ray or the like.
    I have had to do some raytraced rendering before. I know the difference. My fingers must not of.
    Thanks for pointing this out so others are not as confused as my fingers.
    -I just program here... how am I supposed to know?
    Re:render != raytrace (Score:4, Insightful)
    by throx (jw@chase.net.au.nospam) on Tuesday June 26, @04:28PM EST (#89)
    (User #42621 Info) http://www.chase.net.au
    You got the subject right and then proceeded to throw it all away in the body of your article.

    Rendering is not raytracing. Rendering (in terms of 3D) tends to be an all-encompassing term which covers the conversion of the model (ie bytes that describe a scene) into the image (ie bytes that depict a scene). Raytracing is simply one tool at the disposal of the rendering engine.

    Raytracing isn't even the best you can do as it can't cater for atmospehric effects and diffusion of light through a scene.

    A commercial renderer (LW, Maya, 3DSMax) will use a lot of different methods to generate the final scene. Some objects will used simple renders that you find on a Voodoo 1 chip, others will use complex ray traced algorithms that can't be done in 3d hardware yet.

    The GF3 with it's pixel and vertex shaders is just one step closer to what Pixar and ILM managed to achieve in the 80s. The problem is that Pixar and ILM are just getting better and better every day. There is no way a GF3 would ever be able to produce something like Shrek in real time, and by the time a GF* does it will pale in comparison to what is coming out of the movie studios.

    Many games now have some rather complex IK effects to get more realistic motion. The Halo engine produces some fairly impressive physical effects - look at the way the jeep drives sometime, it is quite realistic. Games have the distinct disadvantage to cinematic animation at this point - in the movie you know exactly what is going to happen and you can write special exceptions where needed, even altering the vertexes by hand if needed. In a game EVERYTHING has to be either anticipated, or computed in real time. No wonder things are still a little forced.

    3D cards are getting there. Most can put out plenty of FPS when required (remember the cinima renders are only 24fps - below what most gamers consider even passable). It's really getting the polygon count up and the parallel processing power up now. Given that most 3D cores have MORE processing power than the CPU in your machine, it's hardly surprising that the processing load is steadily going from the CPU to the 3D card.

    Who knows where the future is going, but I'll assure you that 3D engines are just going to get better and better, and movies are certainly going to improve to the point where you won't be able to tell an animated film from the real thing.

    Fear: When you see B8 00 4C CD 21 and know what it means

    Fear? (Score:2)
    by Viking Coder (moc.liamtoh@redocgnikiv) on Tuesday June 26, @04:48PM EST (#118)
    (User #102287 Info)
    B8 00 4C CD 21

    What's so frightening about terminating a program?

    Re:render != raytrace (Score:1)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @05:20PM EST (#146)
    (User #1571 Info) http://www.tolldog.com
    You are correct... In my haste of work and other things... I didn't really go through what I was meaning to say.
    Most of what people think of for CG work is raytraced... this isn't always the case, nor is it what I was really going to talk about.
    Real time raytrace isn't going to happen for a long time...
    But... for animatioin, under Maya, it takes longer to go through all the math with the deformers and the skeleton solvers and all that than it does to display. So sometimes, you can only get 1 fps.
    Games use a much different approach, where everything is approximated to some extent.
    Its true that they have IK solvers and are more realistic than in the past, but the dependency is not like what you would have in some animated scene files. What happens for secondary effects, such as hair moving is all based upon the characters movements. This is not really forseen... and only few animators would want that level of control on a character under most situations.

    I also agree with you on the direction for 3D cards and movie CG. It will get better and better. And rendertimes will still be the same, because artists always want to add more realism or quality. As speed goes up, so does complexity, but render times stays about the same. Thats what I call job security.

    -I just program here... how am I supposed to know?
    FPS (Score:2)
    by ucblockhead (slashdot@SbPuArMnSaUpX.net) on Tuesday June 26, @05:25PM EST (#150)
    (User #63650 Info) http://www.burnap.net/uncarvedblockhead
    The reason that 24 FPS is acceptable in a movie while not acceptable in a game is because in a game, that 24 FPS is an average. You sometimes get better, you sometimes get worse. In a movie, 24 FPS means that you get exactly 24 frames every single second of the entire movie. The reason that 24 FPS is sucky in a game is because it means that when the animation gets complex, you get substantially less than 24 frames in a second.

    The eye can't even detect anything above 30 FPS or so.


    What? Er... What? Er...

    Re:FPS (Score:2, Informative)
    by Rendus (rendus@hushmail.nospam.dotcom) on Tuesday June 26, @07:09PM EST (#195)
    (User #2430 Info)
    -sigh-

    The eye can detect above 120, depending on the person. My threshold is around 80 or so, anything above that adds little to the gameplay, other than the framerate is less likely to dip below what I notice.

    What makes 24-30fps acceptable in film and TV is motion bluring. Search the archvies for the arguments, as I don't feel like getting into it again.
    Re:FPS (Score:1)
    by IronChef on Tuesday June 26, @07:48PM EST (#203)
    (User #164482 Info) http://wrongcrowd.com/

    TV's 30fps is acceptable to me but the 24fps in film drives me BONKERS. It's much less noticeable when watching a film on a TV monitor (for some reason), but in the theater every time the scene pans it all gets blurry for me, too blurry to enjoy. Maybe my brain is miswired. I really wish some higher frame rate standard would replace old-fashioned 24fps film. Uck. They have been experimenting with replacements for years, I guess cost is the final barrier. As usual.


    ---- The price of freedom is eternal vigilance. (Try actually thinking about that for a minute.)
    Re:FPS (Score:1)
    by Osty on Wednesday June 27, @12:15AM EST (#240)
    (User #16825 Info) http://www.daishar.com

    The reason why watching a film on a TV monitor vs watching a film in the theater is because that film is translated from 24fps to 30fps (usually by frame doubling, but I don't know the process well enough to describe it -- search the web. I've seen a good review of progressive scan DVD players that gave a good background to the whole film->video conversion process). And as far as films go, many theaters actually use projection cameras with shutters that open two or three times per frame, rather than once. It doesn't help the fact that there are still only 24 frames in a second, but it does make it seem a bit smoother (making it seem as if there are really 48 or 72 frames, though those are doubled or tripled).


    - Todd
    Re:FPS (Score:2)
    by IronChef on Wednesday June 27, @12:20AM EST (#242)
    (User #164482 Info) http://wrongcrowd.com/

    Video transfer uses something called "3:2 pulldown," I used to read up on that stuff when I collected LDs. Pretty tricky actually turning a 24FPS non-interlated data format into a 30FPS interlaced stream... but no matter how the frames are sliced and diced a film only hs 24 frames per second of data to offer.

    I just want true 30fps in theaters! Maybe in an all digital theater... they do shoot some movies on HD video cameras, don't they? Still haven't been in one of them newfangled digital theaters. Seattle has crappy theaters.

    ---- The price of freedom is eternal vigilance. (Try actually thinking about that for a minute.)
    Re:FPS (Score:1)
    by Osty on Wednesday June 27, @12:35AM EST (#244)
    (User #16825 Info) http://www.daishar.com

    I just want true 30fps in theaters! Maybe in an all digital theater... they do shoot some movies on HD video cameras, don't they? Still haven't been in one of them newfangled digital theaters. Seattle has crappy theaters.

    Don't I know it! There's no real cutting-edge theaters out here (IMAX doesn't count, as that's not really cutting-edge), though one would expect at least something, what with being a big technology center. Oh well. I guess I'll continue to be happy watching movies at the Bella Botega or Cineplex Odeon (two eastside theaters with stadium seating). As far as better filming processes, the best I've heard of is 32fps. Of course, I'm assuming these get translated down for play in "normal" theaters, because to do otherwise would require a massive layout of cash by theater owners. And we all know that they don't make much money off of anything but the concessions :).


    - Todd
    Re:FPS (Score:1)
    by Namarrgon on Wednesday June 27, @09:46AM EST (#273)
    (User #105036 Info)
    Go find a theatre playing something in ShowScan format - that's 60 fps, and looks lovely. Even the grain is reduced, at that framerate.

    Not many features released in ShowScan, I'll agree. But you occasionally see it turning up in amusement rides & Vegas "experiences".
    ---

    Why would anyone engrave "Elbereth"?

    Bullshit (Score:2)
    by ucblockhead (slashdot@SbPuArMnSaUpX.net) on Tuesday June 26, @11:14PM EST (#236)
    (User #63650 Info) http://www.burnap.net/uncarvedblockhead
    You are detecting itermittent dips in the framerate.

    Cells in the retina have a recovery time of ~30 milliseconds. Do the math.

    (If "80 FPS" seems choppy to you, it is because this is an average. The framerate only has to dip below 30 or so for a hundred milliseconds or so to be detectable.)

    Here's a link from google
    What? Er... What? Er...

    Not quite right (Score:1)
    by Steeltoe (Steeltoe@liaM.moC) on Wednesday June 27, @01:09AM EST (#249)
    (User #98226 Info) http://www.artofliving.org/contacts.asp
    You are somewhat correct, but not quite there. Since modern 3D games are more complex, the game may lag a little now and then and therefore we experience more skipping in motion than in simple 2D platform games. But this is not the whole truth (as in: why do Amiga and TV consoles fasciliate "perfect motion"?).

    Searching for "human eye framerate" on Google provided this link. A very good point raised here is that the screen is turned on and off many times a second. This makes us much more perceptible to refresh rates above 30 Hz. Especially on TVs and monitor pictures with higher intensities, where white colour is the brightest. If you don't believe me, adjust your monitor refresh rate to 60 Hz and notice the difference. Compared to 100 Hz, I notice the blinking extremely well. Hell, I even notice it a little when switching from 100 Hz to 85 Hz. However, if you use a lower refresh rate, your "eyes" adjust after a while. Especially using darker colours on the screen makes it easier. This might be a synchronisation problem, and that we start synchronizing with the lower refresh rate after a while. However, we DO notice extremely well when comparing, and working on a lower refresh rate may give you more headaches!

    Notice the difference between refresh rate and framerate. IMHO refresh rate has everything with how "smooth" motion you can have. With lower refresh rates, it's much easier to create completely "smooth" scrolling (we perceive the motion as continuous), but we might notice the blinking of the screen. This is why games on TV can look PERFECTLY smooth, but "horrible" on a high Hz monitor. The more Hz you have, the higher STABLE framerate you need to get the same effect. So if you want more smooth motion in games, I recommend learning to play at a lower monitor refresh rate. Really! Your head may throb, but it's smoooth ;-)

    All in all, I think of the problem as in two parts:

    A) A synchronisation problem between refresh rate and framerate. (Which is really the same as your conclusion) Sometimes, a frame can take longer than a refresh and people will notice.

    B) A synchronisation problem between the eye and the refresh rate of the monitor and it's intensity (remember colours are frequency too!) Remember that the human eye isn't built for watching rapidly blinking objects.

    They don't pay me, so I won't clarify much more than this. ;-)

    - Steeltoe
    Learn to live in the moment
    Re:Not quite right (Score:1)
    by Steeltoe (Steeltoe@liaM.moC) on Wednesday June 27, @01:57AM EST (#250)
    (User #98226 Info) http://www.artofliving.org/contacts.asp
    They don't pay me, so I won't clarify much more than this. ;-)

    Actually, I lied (they still don't pay me though). Modern 3D games usually use more time to draw a frame than just one vertical refresh on the monitor. So you notice lag in motion on most new 3D games anyways. The higher number of refreshes used, the more noticable "jaggy motion" you get (depending on refresh rate). You won't notice anything in between, except occational skips (by chance) now and then. Try playing an older 3D game. With low enough detail level and resolution, you should be able to push the limit so that everything is calculated in the vertical refresh period and get "perfect motion" (Doom for instance). If this fails, try adjusting the refresh rate of the monitor down.

    The VR period is when the beam on the monitor moves from the lower right- to the upper left corner and the screen is blanked. If you want "perfect motion", this short time is all you got to draw the next frame. That is why it is easier to have "perfect motion" at lower frequencies. Actually, the motion is not perfect at all since there is no motion(!). However, the brain is fooled into seeing perfect motion. If you just skip one refresh, that's enough to notice a small lag in motion (depending on refresh rate).

    In reality though, you have a little more than the vertical refresh. As the beam goes drawing down the screen, if you manage to stay ahead of it (drawing the scene from top-to-bottom), the player can't notice it. I know this from experience. This does not of course apply if you are using double-buffering. It's harder to have "perfect motion" with double buffering, since you need to synchronize with the VR in order to set the screen address every refresh. I believe most modern games draw directly on the screen nowadays since the GPUs are so fast, so this might not be a problem anymore.

    So all in all. It doesn't matter how high you can push your fps. As long as you don't synchronize properly with the monitor refresh rate, you'll not get "perfect motion". The refresh rate is what is fooling the brain in the first place. A higher framerate than the refresh rate is meaningless. Humans DO recognize the difference between objects blinking 30-120 Hz with high difference in intensities. Humans are NOT simple math and simple science.

    - Steeltoe
    Learn to live in the moment
    Re:Not quite right (Score:2)
    by throx (jw@chase.net.au.nospam) on Wednesday June 27, @02:30PM EST (#281)
    (User #42621 Info) http://www.chase.net.au
    Actually, the biggest problem with 60Hz is the fact you get a low frequency beat with the light output from 60Hz flourescent or incandescent lights. I've noticed that moving from Austrlia (50Hz lighting) to the USA (60Hz lighting) that a 60Hz refresh is a LOT worse here than in Australia.

    Fear: When you see B8 00 4C CD 21 and know what it means

    Re:Not quite right (Score:1)
    by Steeltoe (Steeltoe@liaM.moC) on Wednesday June 27, @03:33PM EST (#282)
    (User #98226 Info) http://www.artofliving.org/contacts.asp
    I'm not sure I follow you. What is creating this low frequency beat. The frequency of the light and the frequency of the blinking?

    - Steeltoe
    Learn to live in the moment
    Re:FPS (Score:3, Informative)
    by throx (jw@chase.net.au.nospam) on Tuesday June 26, @07:16PM EST (#196)
    (User #42621 Info) http://www.chase.net.au
    This is completely false. Nyquist doesn't apply to a synchronous transfer.

    The electron gun scan rate is CONTROLLED by the video card, so the frame rate coming out of the card is constant. The RAMDAC accesses memory at a constant rate, determined entirely by this refresh rate. Frames are generated into the back buffer and flipped into the front buffer once the entire frame is generated.

    Nothing is actually "sampled" in the chain from frame generation to displaying the image (unless we want to talk about pixels rather than frames).

    This means you need 30fps generated by the card to get 30fps displayed on the screen - not the 120fps you are suggesting!!

    Fear: When you see B8 00 4C CD 21 and know what it means

    Re:render != raytrace (Score:1)
    by UberLame on Wednesday June 27, @08:27AM EST (#265)
    (User #249268 Info)
    >Raytracing isn't even the best you can do as it
    >can't cater for atmospehric effects and
    >diffusion of light through a scene.

    I thought that raytracing was supposed to be the best way to deal with these issues.

    For instance, for atmosperic effects, you can deal with this two ways. You can have the atmosphere be defined as a set up points(or really small polygons) that is just a little spec that is mostly translucent, but that reacts to being hit by light. This is perhaps the most acurate way of dealing with atmospheric effects. The other way is to have an atmospheric effect defined as a large solid object that is essentially a vector field for the direction and color and intensity vectors of the light rays that pass through it.

    The other thing to help improve the quality of raytracers is to make them actually calculate and trace the diffusion of rays. This is somewhat related to radiosity, but I'm not exactly sure how. I'm not an expert on radiosity, but I've read a few documents on the subject. Unfortunatly, these documents mainly had to do with static radiosity (the radiosity is calculated once and stored as light values attached to each vertice) for real time rendered stuff.

    For years, I ignored rendering technology hoping that the next version of POVray would do what I wanted. Well, it won't, so I think it is about time for someone to actually commit to writing a shader based (perhaps Renderman compatible) rendering engine. Lots of people start and make a lot of noise, but then they drop it. Maybe one day I will start a project and actually finish it. Getting a basic raytracer going can't be hard. It's writting the shading engine and difussion engines that would be rather difficult.
    Re:render != raytrace (Score:2)
    by UnknownSoldier (pohoreski@SPAMIGNOREDmediaone.net?Subject=Slashdot) on Thursday June 28, @08:21AM EST (#293)
    (User #67820 Info)
    > In a game EVERYTHING has to be either anticipated, or computed in real time.

    Frame-based animation is the example of the prior.

    Skeletal-based animation (and motion blending, ala Granny) is the example of the later.
    Re:render != raytrace (Score:1)
    by koreth on Tuesday June 26, @04:20PM EST (#79)
    (User #409849 Info)
    People had more aesthetic sense back in the day?
    Re:render != raytrace (Score:1)
    by Falrick on Wednesday June 27, @08:44AM EST (#267)
    (User #528 Info) http://www.ilstu.edu/~njsmith
    Eh... so what if its off topic. It was related to the post that I was replying to. The poster had an email address at Big Idea productions. Hence the VegiTales. Its amazing how seriously people take slashdot. Relax


    My skin feels like eggs
    Lightwave 6 3D (Score:3, Informative)
    by Eric^2 (e r i c @ i j a c k . n e t) on Tuesday June 26, @04:02PM EST (#52)
    (User #33085 Info)
    I have a copy of Lightwave 3D and it supports OpenGL for realtime previews of animations. It uses its own internal renderer (or screamernet) to do the final rendering, but loading a scene in layout and hitting the realtime preview looks pretty neat on a GF2. I'd really like to see if some of the additional textures and lighting capabilities will be supported in LW6 in the future...


    Lost packet, 42 bytes, last seen on a saturated OC3, reward $$$.
    Re:Lightwave 6 3D (Score:1)
    by Ratcrow on Tuesday June 26, @05:52PM EST (#167)
    (User #181400 Info)
    The OpenGL textured previews are not rendered in realtime, however. They are rendered (slowly) into memory, then played back from there. You can run an animation in near-real-time if you are content with wireframe only; but if you are using plugins to generate motion, it will still be well short of real-time, as it is a CPU burden rather than the video card. To render a real frame, with quality cranked up, can still take hours, but this is true of any rendering package.

    Incidentally, the upgrade from Lightwave 6 to 6.5 is free, so unless you've got a cracked copy, you really ought to be using 6.5. I've been using Lightwave since 5.6 and 6.5 is incredible by comparison.

    Re:Lightwave 6 3D (Score:1)
    by Eric^2 (e r i c @ i j a c k . n e t) on Wednesday June 27, @08:09AM EST (#259)
    (User #33085 Info)
    No, I actually own a copy. I don't use it for more than playing, but I got a student edition so it wasn't too expensive. I saw the 6.5 upgrade but didn't realize what new features were in the package. I guess I'll be upgrading when I get some time... :)


    Lost packet, 42 bytes, last seen on a saturated OC3, reward $$$.
    Re:Lightwave 6 3D (Score:1)
    by Ratcrow on Wednesday June 27, @07:11PM EST (#286)
    (User #181400 Info)
    Sorry for the insinuation on the original post (as this drifts offtopic). After shelling out for LW, I take a low view of pirates. Mine is the educational edition as well.

    The L[6] to L[6.5] upgrade can be had at www.lightwave6.com as well as a feature list. The new features include better volumetrics, some plugins, and faster renders.

    Very cool software. The docs are there as well, which (as I understand) are better written than the original L[6] docs.

    Any graphics chip can render... (Score:1)
    by Aloekak (aloekak@yDONTaSPAMhMEoPLEASEo.com) on Tuesday June 26, @04:03PM EST (#56)
    (User #172669 Info) http://www.aloekak.net(notupyet)
    I was under the assumption that any graphics chip renders in real time. It's just that the newer chips can do it a whole lot faster, and with better detail.

    If all a chip does is determine where the objects are(what object is in front of what), and apply the textures and from there, create the frame, isn't that rendering in real time?

    I just dream of a time where the graphics chips can display the rendered frames in realtime, and they look real. Real-looking people/textures/whatever.

    When I can look into a monitor(or whatever) and see an object, I want it to look real. That's what I'm waiting for. Till then, I'll keep dreaming(and spending massive amounts of money that I don't have on the latest and greatest computer gizmos).


    We've been through this before... (Score:1, Redundant)
    by brennan73 (scott . gs @ REMOVEME home . com) on Tuesday June 26, @04:11PM EST (#65)
    (User #94035 Info)
    ...when the GeForce2 GTS first came out. nVidia's marketroids said it was "a major step toward achieving [Pixar-level animation]." Pixar's Tom Duff commented:

    "Do you really believe that their toy is a million times faster than one of the cpus on our Ultra Sparc servers? What's the chance that we wouldn't put one of these babies on every desk in the building? They cost a couple of hundred bucks, right? Why hasn't NVIDIA tried to give us a carton of these things? -- think of the publicity milage they could get out of it.

    "At Moore's Law-like rates (a factor of 10 in 5 years), even if the hardware they have today is 80 times more powerful than what we use now, it will take them 20 years before they can do the frames we do today in real time. And 20 years from now, Pixar won't be even remotely interested in TS2-level images, and I'll be retired, sitting on the front porch and picking my banjo, laughing at the same press release, recycled by NVIDIA's heirs and assigns."

    Source

    Some of the stuff the GeForce3 can do is great, but let's calm down. Move along...nothing to see here...

    -brennan

    Man power... (Score:4, Informative)
    by ChristianBaekkelund (draco@mit.edu) on Tuesday June 26, @04:13PM EST (#70)
    (User #99069 Info) http://web.mit.edu/draco/www/
    1) Tom Duff sounds on the money with regards to the technical misconceptions...but an even bigger ever elusive problem: 2) "Pixar-level" animation in the end is not about polygon count, it's about COUNTLESS man-hours spent modelling, lighting, and animating....no card can ever replace that.
    Re:Man power... (Score:1)
    by room101 on Tuesday June 26, @04:51PM EST (#122)
    (User #236520 Info)
    And another thing:

    If photo-realistic gc relied only on processing power, why have I never seen gc pics that were indistigushable from a photo? Yes, I have need some really good stuff, but I can always tell the difference (I would love to be proved wrong.)

    It is because artists don't know how to draw that way yet. FF movie looks really good, but it still looks like gc. (some of the best I have seen, but that is beside the point) Don't you think that if they could have made it look photo-realistic they would have, if all they had to do was put a few more hours into the rendering time?

    Most of the years spent on gc movies isn't the rendering time, it is the artist time.

    -- room101 -- how much can you stand before they break you? (remember: they always break you eventually)
    Re:Man power... (Score:2)
    by Dr. Sp0ng (spong@baked.net) on Wednesday June 27, @12:46AM EST (#246)
    (User #24354 Info) http://smokedot.org
    The reason you think you've never seen photo-realistic CG is because when it's photo-realistic you can't tell that it's CG :) "Special effects" aren't the only computer graphics in movies nowadays; in a lot of movies nowadays the set that the movie is filmed on isn't actually what's seen in the movie - buildings are added (in a LOT of movies, many of which you wouldn't even think would have CG at all), people are added (for example, in the edited version of "Eyes Wide Shut", CG people were added to block out penetration and appease the US's puritan hangups. The problem was, the people were completely static and it was obvious that they weren't real), atmospheric effects are added, etc.

    I don't remember what movie it was, but I read an article on the making of some movie (set in the 1800's, one of those cheesy romantic dramas, released about 2 years ago) and they showed the original filmed scene where you could see scaffolding, cameras, and lights. Then they showed the final result, which was a fully convincing 1800's-era scene. Most of the buildings and background people were created in 3D Studio MAX and rendered with Mental Ray, and you just can't tell. It was truly impressive. The buildings moved perfectly with the camera angle, the CG people walked and moved perfectly (there were no closeups of them, which removed the hardest part - facial modelling. The human eye is very good at picking up inconsistencies, especially in objects we observe every day, such as human facial emotions. It was very impressive nonetheless).

    Of course, convincing facial modelling isn't impossible - look at this picture by Asier Hernaez Laviña, which was modelled and rendered in 3D Studio MAX. Not video, but it's an amazing technical achievement and is almost indistinguishable from a photograph.
    --
    [ Smokedot.org || Forkbomb.net ]
    Re:Man power... (Score:2)
    by tswinzig (teddy_swinzig@hotmail.com) on Tuesday June 26, @08:18PM EST (#220)
    (User #210999 Info)
    1) Tom Duff sounds on the money with regards to the technical misconceptions...but an even bigger ever elusive problem: 2) "Pixar-level" animation in the end is not about polygon count, it's about COUNTLESS man-hours spent modelling, lighting, and animating....no card can ever replace that.

    I totally disagree. Take a look at the Quake movies that were made. Before Quake came out, how many thousands of man-hours would it have taken to render and animate those movies "the old-fashioned way"? A shitload! Then Quake came out, and you could get semi-realistic 3D graphics, and people could "act out" the scenes with rudimentary tools.

    Skip ahead 5-10 years, where the CPU power and "acting" tools available are much more sophisticated. Are you still going to claim that "pixar-level animation" cannot be done with a good 3D model artist, a scene artist, and an electronic actor?

    "I will bet you any money that while you're watching a quiet one, a noisy one will fucking kill you!" --Carlin
    QED (Score:3, Interesting)
    by blair1q on Tuesday June 26, @04:15PM EST (#74)
    (User #305137 Info)
    Is anyone working on a Quantum Electrodynamic model of raytracing? Diffraction gratings would be cool. It would improve other things. Like hair, thin films, etc.

    --Blair
    Re:QED (Score:2)
    by mcelrath (mcelrath+slashdotcomment@draal.physics.wisc.edu) on Tuesday June 26, @05:39PM EST (#159)
    (User #8027 Info) http://draal.physics.wisc.edu/
    Bwwhaahahahahahaha!!!

    You're kidding, right?

    How often, in every day life, do you notice diffraction and interference? I never do. Consider also that the size of objects which cause diffraction are the same order of magnatude in size as the wavelength of light (i.e. 10^-7m). Which, BTW, is far smaller than you can see. Now imagine you're going to keep track of polygons/voxels 10^-7 in size, for a room that's 10m by 10m by 3m. That's 10*10*3/(10^-7)^3 =~ 3*10^23 voxels to keep track of. Forget it. There are far better ways to simulate diffraction, if you really wanted it.

    What I have seen, that's really cool, are Relativistic ray tracing. Do that Nsuck^H^H^H^Hvidia!

    --Bob
    Who is General Failure, and why is he reading my hard drive?

    Re:QED (Score:1)
    by Bugmaster on Tuesday June 26, @06:35PM EST (#185)
    (User #227959 Info)
    Read his post. Things like soap films, oil spills, feathers and hair are all pretty common, and are all affected by diffraction and interference. It would be nice to handle them with the QED renderer, as opposed to figuring out tricks on the case-by-case basis to get them to work right.
    >|<*:=
    Re:QED (Score:1)
    by mcelrath (mcelrath+slashdotcomment@draal.physics.wisc.edu) on Tuesday June 26, @08:07PM EST (#214)
    (User #8027 Info) http://draal.physics.wisc.edu/
    You're absolutely right, I should have thought about it a little more before blabbing that I don't notice interference.

    But anyway, you don't really want a QED renderer. Imagine rendering a soap bubble. In order to get an accurate shifting-rainbow effect, you'd have to model extremely subtle air currents, and the thickness of the film in micrometers. It's far more efficent to take your usual surface and apply a time-varying texture to it, and tweak it until it looks accurately like a soap film.

    The computation required to accurately render QED is absurd. Instead it would be better to have a class of objects in your renderer (diffractors, thin films, etc) that can simulate diffraction. But don't expect those to behave nicely when they interact with non-diffracting objects, the computing required would just be too huge. If you could do that, it's time to start coding The Matrix.

    --Bob
    Who is General Failure, and why is he reading my hard drive?

    Re:QED (Score:2)
    by blair1q on Tuesday June 26, @08:53PM EST (#227)
    (User #305137 Info)
    Most of this stuff can continue to use Newtonian optics. Even Bragg diffraction, now that I think about it. So you're right that degenerate modelling will do us for quite some time, and most of the canon.

    But the first person who wants to model proper rainbows, sun-dogs, or coatings...

    The really hard part about QED isn't the iterations. It's defining the integration regime in the first place. I haven't looked in a couple of years, but I bet even the best Feynman diagram tools still can't work without heuristic input.

    --Blair
    "Luxo, Jr. always wanted to grow up to be an electron microscope."
    Re:QED (Score:1)
    by Gary Yngve (gary@angband.org) on Tuesday June 26, @06:56PM EST (#193)
    (User #416254 Info)
    You notice diffraction and interference a lot more than you think.

    Look at a compact disk.

    Look at the sun through your eyelashes.

    One way to reproduce those effects would be to model the microgeometry. However such a scheme would require way too much time and would suffer from numerical precision problems. Instead researchers construct analytical methods or model the macroscopic statistics of the microgeometry.

    With regards to the original QED poster, researchers recently have looked at dispersion, fluorescence, phosphorescence, Rayleigh and Mie scattering, subsurface scattering, hair, skin, diffraction, wet objects, iridescence, etc. For some of these effects, a clever shader can reproduce the rough characteristics of the effect. Otherwise some subset of the physics is modeled.

    For more info, check out recent SIGGRAPHs, Euro. Workshops on Rendering, and Glassner's Principles of Digital Image Synthesis.

    And check out this SIGGRAPH for how to render skim milk vs 2% milk vs whole milk :)

    Re:QED (Score:1)
    by IronChef on Tuesday June 26, @08:02PM EST (#211)
    (User #164482 Info) http://wrongcrowd.com/
    Look at the sun through your eyelashes.

    MY EYES, GOD DAMN YOU...!

    ---- The price of freedom is eternal vigilance. (Try actually thinking about that for a minute.)
    Re:QED (Score:1)
    by glyph42 on Tuesday June 26, @09:48PM EST (#232)
    (User #315631 Info)

    Is anyone working on a Quantum Electrodynamic model of raytracing? Diffraction gratings would be cool. It would improve other things. Like hair, thin films, etc.

    Yes, and it looks darn cool:

    Stam99 Jos Stam, "Diffraction Shaders," Computer Graphics, Proc. of ACM SIGGRAPH 99, ACM Press, New York, 1999, pp. 101-110.

    slideshow version


    "You should never generalize."
    Re:QED (Score:2)
    by blair1q on Wednesday June 27, @01:59PM EST (#280)
    (User #305137 Info)
    Damn cool, but it's not QED yet.

    It's all based on waves (classical theory). And it seems to be a surface phenomenon only, and dependent only on the geometric surface description.

    Real QED would include interactions of photons with the subatomic particles of the atoms within the body of the material.

    Diffraction and thin-foil effects are too-simple examples, with classical analogues. Phase-conjugate mirrors or simulacral holograms; now there you have to have QED.

    This isn't to take away from Stam's work. It's gorgeous. The idea of walking into a bar with a double-barrelled shotgun and blowing away the pseudo-retro Wurlitzer with the wave-rendered CDs rotating on top, wave-rendered shards of CD spinning through space...

    The idea of finding a secret because of its slight change in lustre vs its surroundings when the overhead lights dim and an accent spotlight becomes dominant...

    The idea of being able to tell painted plastic from painted metal and painted wood, or black dirt from gunpowder and incinerated-demon charcoal...

    Someone get nVidia on the horn.

    --Blair
    Jobs showed it at MacWorld (Score:4, Interesting)
    by epeus on Tuesday June 26, @04:20PM EST (#78)
    (User #84683 Info)
    The GeForce 3 demo at MacWorld was Luxo junior rendered in real time, so Pixar quality animation is possible, for a sufficiently early value of Pixar...
    Re:Jobs showed it at MacWorld (Score:1, Informative)
    by Anonymous Coward on Tuesday June 26, @04:34PM EST (#94)
    Yes, they had a realtime luxo demo, but it was not even near the quality of the original. For one, the resolution is much lower. Pixar renders their frames at I believe at least 3000X3000 resolution to match that of 35mm film and at a color depth of something like 16 bits per channel. The Geforce demo was likely at maybe 1024X768 and 8 bits per channel. Also the GeForce demo was probably programmed using a lower quality shading model because of limitations of the GPU.
    Re:Jobs showed it at MacWorld (Score:2)
    by IronChef on Tuesday June 26, @07:51PM EST (#205)
    (User #164482 Info) http://wrongcrowd.com/
    35mm film is less than 3k x 3k. If this link is right anyway.

    ---- The price of freedom is eternal vigilance. (Try actually thinking about that for a minute.)
    Re:Jobs showed it at MacWorld (Score:1)
    by UberLame on Wednesday June 27, @08:35AM EST (#266)
    (User #249268 Info)
    Luxo Jr. was sent to 16mm film, not 35. Further, considering the age (and cheapness), it wouldn't surprise me if it was only 10bit linear. Still that's 4 times better than 8bits. Frankly, I'm now pretty sick of 8bit graphics too much of the time. But I don't have to money for an Onyx or Octane, and that is pretty much the only way to upgrade past 8bits.
    Re:Jobs showed it at MacWorld (Score:2)
    by UnknownSoldier (pohoreski@SPAMIGNOREDmediaone.net?Subject=Slashdot) on Thursday June 28, @08:31AM EST (#294)
    (User #67820 Info)
    >> . Pixar renders their frames at a color depth of something like 16 bits per channel.
    > The fill rate on the Geforce series is reasonably high. The color depth is 32 bits

    For the GeForce, 32 bits per pixel is only 8-bits per channel, and can leave bad banding and mach artifacts with overlays.

    16 bits per channel is 64 bits per pixel (ARGB). Unfortunately it will be a while before consumer cards even start thinking of supporting it.
    Re:Jobs showed it at MacWorld (Score:2)
    by Have Blue (mac.com@haveblue(figure it out)) on Tuesday June 26, @05:00PM EST (#131)
    (User #616 Info)
    I believe that Luxo Jr. is about 20 years old, so Duff is still right. :)


    PAK CHOOIE UNF
    Re:Jobs showed it at MacWorld (Score:2)
    by _ganja_ on Tuesday June 26, @06:23PM EST (#179)
    (User #179968 Info)
    He's 5 years out, Luxo Jr. was made in 1986.
    Like rain on your wedding day (Score:3, Insightful)
    by Salieri on Tuesday June 26, @04:30PM EST (#91)
    (User #308060 Info)
    I think it's a little ironic that today we talk about bringing Shrek and Final Fantasy to the desktop when just yesterday a slew of 4's and 5's affirmed that, beneath raw power, there is art in computer graphics.

    Believe me, there is a lot of artistic skill that goes into making animation like that, from storyboarding to complicated modeling and animating to directorial talent and writing ability.

    Just because Avid-style editing has been brought to the desktop, doesn't mean what you see on iFilm is as good as what you see in theaters. Most of the time it isn't. It's all about the talent, not the tools.

    Case in point: Robert Rodriguez, who scraped together only $7,000 to become one of Hollywood's hot young directors. For those who don't know about him, his latest film was the hit Spy Kids.
    Re:Like rain on your wedding day (Score:5, Insightful)
    by _ganja_ on Tuesday June 26, @06:33PM EST (#182)
    (User #179968 Info)
    Well this post is going to be off topic but it's something that I need to get off my chest. The meaning of the word ironic, especially by Americans, is complete crap. Take the title of your post, that is not one bit ironic its just unlucky. In fact if you listen to the song that you took the title from everything in the lyrics is just unlucky. E.g. "Like a traffic jam when you're already late" is not one bit ironic, it would only be ironic if you were a town planner and got caught in a traffic jam on your way to a meeting to discuss the traffic problem.

    "10,000 spoons when all you want is a knife", how is that ironic? It would only be ironic if later you discovered that a spoon would have done just as well for say, opening a can of paint.


    Re:Like rain on your wedding day (Score:1)
    by Salieri on Tuesday June 26, @06:46PM EST (#191)
    (User #308060 Info)
    I was being facetious with the title.

    I was quoting an American pop song "Ironic" by Alanis Morissette. The lyrics go like this: "An old man turned ninety-eight / He won the lottery and died the next day / It's a black fly in your chardonnay / It's a death row pardon two minutes too late / Isn't it ironic... don't you think"

    English pundits were all over the song for again perverting the meaning of "irony" into meaning "unlucky," as you say. Why "again"? Because the first, real definition is nothing more than this: saying what you don't mean.

    The first perversion, the American popularization of irony, is nicely summarized by the American Heritage Dictionary:

    Usage Note: The words ironic, irony, and ironically are sometimes used of events and circumstances that might better be described as simply “coincidental” or “improbable,” in that they suggest no particular lessons about human vanity or folly. Thus 78 percent of the Usage Panel rejects the use of ironically in the sentence "In 1969 Susie moved from Ithaca to California where she met her husband-to-be, who, ironically, also came from upstate New York." Some Panelists noted that this particular usage might be acceptable if Susie had in fact moved to California in order to find a husband, in which case the story could be taken as exemplifying the folly of supposing that we can know what fate has in store for us. By contrast, 73 percent accepted the sentence "Ironically, even as the government was fulminating against American policy, American jeans and videocassettes were the hottest items in the stalls of the market," where the incongruity can be seen as an example of human inconsistency.
    Re:Like rain on your wedding day (Score:1)
    by Ack_OZ on Tuesday June 26, @08:48PM EST (#225)
    (User #64662 Info)
    Okay... just one small thing... rain on your wedding day is ironic... considering it's supposed to be good luck...
    Re:Like rain on your wedding day (Score:1)
    by LS on Tuesday June 26, @11:32PM EST (#239)
    (User #57954 Info)
    It seems to me a little ironic that someone attacking a misuse of the word "ironic" is really just paraphrasing some article he read after the release Alanis Morrisette's song.
    Re:Like rain on your wedding day (Score:1)
    by fishmonkey (slash@no.spam.rockingbeats.com) on Wednesday June 27, @12:32AM EST (#243)
    (User #301785 Info) http://www.rockingbeats.com
    Morrisette is Canadian I believe.

    Dont you think its Ironic that the song is called Ironic and doesnt contain any Irony. Perhaps thats the whole point?

    heh heh, mule
    Re:Like rain on your wedding day (Score:1)
    by Kalabajoui on Wednesday June 27, @02:01AM EST (#251)
    (User #232671 Info)
    What's really strikes me as "ironic" is when a non-American denigrates American English when in fact, properly spoken American English is the least changed and most conservative version of the English language.
    Post was correct, except title (Score:2)
    by Gregoyle (gUNDERSCOREpelcakATyahooDOTcom) on Wednesday June 27, @08:22AM EST (#263)
    (User #122532 Info)
    If you note, the original post was correct in its use of "ironic" except for the quoting of the Alanis Morrisette (sic) song in the subject. The singer is Canadian, however, and whether or not that fits your definition of "American" is up to you.

    It is slightly ironic that the same people who one day were saying digital art is still art are the next day saying that animation on the level of a movie that took thousands of man-hours to create can be generated by a computer. Thus stripping away the art value of the movie (or at least the animation in the movie).

    It does piss me off when people misuse words, especially words that are very nuanced and clever. But there you go. People are stupid.

    BTW, good examples.

    --------

    "He's more machine now than man, twisted and evil."

    Re:Like rain on your wedding day (Score:2)
    by Dirtside (matt@SPAMTASTIC.waggoner.com) on Wednesday June 27, @04:27PM EST (#283)
    (User #91468 Info) http://mattdotwaggonerdotcom
    The theory goes: The fact that none of the situations described in the song are ironic, is itself ironic. :)

    --- Damn kids! Get off my lawn! { Dirtside }
    Re:Like rain on your wedding day (Score:1)
    by nidarus on Tuesday June 26, @08:16PM EST (#219)
    (User #240160 Info) http://ramlood.keenspace.com
    You know, because of you, I did something I rarely do before replying to a comment - I read the article. In that article, I found nothing that suggests that computing power will replace creativity.

    Seriously, I think you're barking at a fantom here (it's not a real expression but so what), and besides, aren't the people who make the games 3d artists as much as those who make big-screen cartoons? The only thing that's suggested in the article is that in some point, we could see graphics in the quality of those movies, but in real-time. Nothing to do with creativity or talent. Period (god i love being annoying).

    -- Eli Krupitsky, Ramlood

    Re:Like rain on your wedding day (Score:1)
    by Salieri on Tuesday June 26, @09:04PM EST (#228)
    (User #308060 Info)
    The article didn't imply what I objected to, but I thoguht b0ris (the poster and summarizer) did.
    Re:Like rain on your wedding day (Score:1)
    by nidarus on Wednesday June 27, @06:19PM EST (#285)
    (User #240160 Info) http://ramlood.keenspace.com
    No he didn't.

    "This review of the NVIDIA GeForce3 at The Tech Report does a nice job explaining how the GF3 chip can create advanced graphics effects in real time. The author raises the prospect of having real-time Final Fantasy or Shrek-style animation on the desktop in a consumer graphics card. The examples from the GF3 he uses to back it up are almost convincing, even if it isn't quite there yet. Will render farms go the way of the dodo?"

    It's clear that he was talking about raw computing/rendering power, nothing to do with talent.

    -- Eli Krupitsky, Ramlood

    Re:Like rain on your wedding day (Score:1)
    by UberLame on Wednesday June 27, @08:44AM EST (#268)
    (User #249268 Info)
    Avid style editing was always on the desktop. That was the whole point of Desktops.

    You probably already did this, but if not, get the directors commentary DVD of El Mariachi. It is extremely fascinating. I usually watch more than a few scenes of a director's commentary, but this was so jam packed that I watched the entire films commentary.

    To save money, Robert Rodriguez would use watch ever he could of a take. So, if I ran down a ramp and threw a guitar at a balcony and missed, well he decides that is where a cut in the final edit will be. So he moves the camera and the has someone off screen through the guitar case over, and he cuts between the two just before it was obvious that my throwing the guitar case would have missed.

    Also, Robert Rodriguez never made a film print of El Mariachi. He had it transfered to video and edited it there. He then sent the video around with the idea that whoever bought it could pay to have an actual film edit done, since getting a print made would have cost nearly as much as the entire movie itself.

    Finally, on a seperate note, while Spy Kids was a bit to cheerful and child oriented at times, it still was a rather amusing movie, and time reasonably well spent. I'm sure that all the parents who took their kids were extremely happy that for once it was something they could rather enjoy also.
    Interesting anecdote about the GeForce (Score:1)
    by CaptTrips (im_going_to_kick_your_ass@your_house.net) on Tuesday June 26, @04:40PM EST (#99)
    (User #410803 Info) http://www.mp3.com/kxmode

    Go to the article on Slashdot Back Online and read the post "I went Outside!!!! (Score:4, Funny)".

    ----
    Capt' Trips
    "the internet is made out of people!"

    Final Fantasy (Score:1)
    by drdidg on Tuesday June 26, @04:42PM EST (#111)
    (User #456501 Info)
    But then again anything with the Final Fantasy name will always kick ass. Or so we all hope.
    This will make the big brother MSN telescreens fly (Score:3, Funny)
    by Billly Gates on Tuesday June 26, @04:48PM EST (#117)
    (User #198444 Info)
    Big Brother Bill will be very happy. I will support the insoc-MSDN party by upgrading all the msn telescreens from Dell-compaq-IBM-HP-sun corporation and I can play some Big brother sponsered games with it. I know Dr. Gates will run pretty good with the new card after shooting all the 3d GPL virus's. A game of find that communist counter-revolutionary will go well too. I need to have the face of Goldstein oops I mean Linus memorized for this game.

    Remember Freedom is slavery, war is piece, and Ignorance is strength!

    Now I need to stop goofing around here on the slashdot insoc-msdn party news and go back to work studying the 11th edition of NewSpeak by MSN expedia. I keep hearing people here on slashdot speaking in oldspeak.

    You people all need to learn how to excell(smart tag link to Microsoft office homepage)on what you do to learn and explore (smart tag link to internet explorer site)your newspeak party langauge. With free(link to how free you are with hailstorm/.net)enterprise and innovation to lead the market, great Microsoft can actively access(link to ms access)all the information we need. We need an active innovatorto actively explore, and actively leadthe market, and they ask that we all support the revoluton by your activation subscription.

    See that wasn't hard. You need to all speak newsspeak and only use these adjectives innovation, lead, explore, access, active, word, excell. This will make thought crime impossible. less is better. For something double-pluss-un-innovative like linux you should not use the word bad or sucks. You all are required to use the following words above with the -un extension. If something is really innovative you need to put doublepluss innovative or really bad its doubleplus uninovative. Everything non Big brother is just plus uninnovative. So remember its not GNU-linux but doubleplussuninnovative gnu/linux. Now lets here you all respect big brother now and after my newspeak lesson I will play some video games and render linus doing a double-plus-un-innovative things to scare people so that Bill Gates can actively explore my record so that I can be considered loyal member who doesn't doublethink.


    Barnes & Barnes: "I took a fish head out to see a movie, I didn't have to pay to get it in."

    LSD (Score:1)
    by xee (xee@NOSPAM.trapezoid.com) on Tuesday June 26, @04:58PM EST (#130)
    (User #128376 Info)
    what harmful side effects?


    -------
    Oh shit! I forgot to click "Post Anonymously"...
    Do we really want realistic rendering in games? (Score:3, Insightful)
    by aussersterne on Tuesday June 26, @05:01PM EST (#133)
    (User #212916 Info)
    It seems to me that we will never get to the point of realistic rendering in games because by the time one reaches pixar-level animation, there is so much art and detail going on before the rendering stage.

    If we do get game companies trying to produce games with "realistically rendered" graphics, won't they need budgets of 100 million for each game to develop all of the data (detail, world, etc.) that the hardware will operate on? Then we'll be walking into the software store laying down $5,000 for a game instead of $50.

    Sig this.
    Re:Do we really want realistic rendering in games? (Score:1)
    by Pete (big-pete) (pete@page-of-forms.com) on Tuesday June 26, @05:20PM EST (#147)
    (User #253496 Info)

    Hmm, think about the budget for films now...

    If games take off in the same way as films did, then the $50 per game would certainly pay for the development cost, even if the development cost was comparable. Think about how much you pay on average per different film you watch, compared to how much you pay on average per different game you play... There's big money to be made in the gaming industry as it takes off over time.

    -- Pete.


    Sig Err.
    Re:Do we really want realistic rendering in games? (Score:1)
    by donglekey on Tuesday June 26, @05:40PM EST (#160)
    (User #124433 Info)
    Somehow I think that paying $5000 for a video game might be a bit of an exageration.

    You had me at HELO
    Rendering is not speed (Score:2)
    by Have Blue (mac.com@haveblue(figure it out)) on Tuesday June 26, @05:04PM EST (#134)
    (User #616 Info)
    [disclaimer against redundancy disclaimer]

    It takes a LOT more than polygon-pushing power to make a realistic image. The Geforce 3 (and the OpenGL or D3D which drives it) cannot do motion blur (REAL distributed motion blur, not accumulation), accurate reflection or refraction, shaders of arbitrary complexity, or any scene management and geometry generation operations.


    PAK CHOOIE UNF
    P2P OpenSource Rendering? (Score:1)
    by JojoLinkyBob (jojo@kypsoft.com) on Tuesday June 26, @05:06PM EST (#136)
    (User #110971 Info) http://www.kypsoft.com/jojo
    Just had a brainfart, could PC users dole out some of their unused processor cycles (ala SETI) to contribute to the renderfarm. In exchange, you could get a theater discount when it hits the silkscreen?
    -jc
    Re:P2P OpenSource Rendering? (Score:2)
    by Mike Buddha (mike.buddha@eudoramail.com) on Tuesday June 26, @05:49PM EST (#166)
    (User #10734 Info)
    1) They already have enough power to render the movies, that's why they're already out in theaters.

    2) The people who MAKE movies are a different group of people than those who SHOW movies.

    3) Seti@home has to do a ton of redundant work, because people turn seti@home off in the middle of a block and never turn it on again, kids download block then try to upload spoofed workfiles to crank their work completed stats, and other garbage that the Studios just wouldn't tolerate well.

    Consider this: Would the Seti project buy a server farm to perform this work if they could afford it? Or do you think they'd go through all of this crap, simply because they enjoy dealing with crap more than doing science?

    by Mike Buddha -- Someday the mountain might get him, but the law never will.
    Re:P2P OpenSource Rendering? (Score:2)
    by tolldog (ttoll@bigidea.com) on Tuesday June 26, @05:59PM EST (#171)
    (User #1571 Info) http://www.tolldog.com
    People always mention this.
    It would take a lot of development time and coopereation from the software companies to support low bandwith render systems.
    The scene files that we are working with are 10s of MB, and they reference other files that are of similar sizes. You may pull accross 100MB of proprietary scene files (which means encrypted to the users) and then the system determines what to render. It may take 30+ minutes a frame, while either creating a scad of misc files or eating up memory (such as shadow map files, motion blur files...) and then assemble all of them to make a 2-3 mb image to upload.
    The average user's home machine would only be a waste to studios. The bandwidth would kill us. Legal would kill us for letting proprietary data out. Your system would be smoked while rendering... or it would take a long long time.
    All the transfer time of the scene files and the textures would take longer than the render.
    We keep a nice fat backbone to the renderfarm for a reason. No sense in having 200+ procs waiting on data.
    We do use software that allows us to use the users desktop, but this is over a LAN and not a WAN... and that makes a big difference.
    -I just program here... how am I supposed to know?
    Movies vs. games (Score:1)
    by WyldOne (ROT13: pjlyrf@hfjrfg.arg) on Tuesday June 26, @05:29PM EST (#153)
    (User #29955 Info) http://www.geocities.com/cwyles/
    Seeing some of the discussions about being able to render FF8 in real time using the 3D models is a bit silly. A movie is not like a game. These GeForce cards are designed more for doing 'unpredictable' realtime motion. A movie is all predetermined motion. For example a movie could be compressed into the 'visible surface meshes' and textures required to render the scenes. The model database would only be required to generate meshes that could later be rendered in realtime. Two different things IMHO

    make Linux, not Microsoft. sin(of the beast) = -0.809016994374947424102293417182819
    Quincunx (Score:1)
    by K45 (kas-slashdot@devzero.org) on Tuesday June 26, @06:15PM EST (#178)
    (User #207177 Info) http://www.mugu.org
    Did anyone else make it to page 17 for the discussion on quincunx?

    According to the author, "It describes the pattern of dots found on a five-sided die", but actually this is the pattern seen when you look at an eight-sided die just right. In any case, there are no regular polyhedra with five sides.

            K45.
    -- The US Government smells bad; time for some refactoring!
    ... (Score:1)
    by zenintrude on Tuesday June 26, @06:39PM EST (#188)
    (User #462825 Info)
    I'm slightly less than pleased with the fluff-happy "Final Fantasy 21 is gonna rule" comment...

    ::Sigh::

    Because Hironobu Sakaguchi's storylines fall to the wayside...

    I curse the day PC gamers were given Final Fantasy.
    - colin
    Re:... (Score:2, Funny)
    by IronChef on Tuesday June 26, @07:57PM EST (#208)
    (User #164482 Info) http://wrongcrowd.com/

    I never liked FF. Big Dragonball style hair, people riding these weird chickens... silly big swords... that's all I ever saw. Well, a friend of mine was playing FF8 and his character had to dress up like a woman to go do something. I guess that's more interesting than a big chicken. I'd rather watch Record of Lodoss War or some other old classic.

    The FF movie looks nothing like the video games I have seen, thank goodness. I hope the characters in the movie aren't breeding those giant chicken things...

    - Someone Confused by the FF Hype

    ---- The price of freedom is eternal vigilance. (Try actually thinking about that for a minute.)
    Re:... (Score:1)
    by farqhuarson (farqhuarson@hotmail.com!) on Tuesday June 26, @10:34PM EST (#234)
    (User #457786 Info) http://www.canwang.com
    i'm going to assume that you never played any of th FF series then. the older ones were incredible. I personally loved the older ones. Although the one considered the best of the series never got an american release, The real FF III, the Japanese one. Play that one and you'll understand.
    sig this
    Re:... (Score:1)
    by randombit (ySyblPq@nApz.wuhM.rqh) on Wednesday June 27, @06:36AM EST (#256)
    (User #87792 Info) http://www.randombit.net
    I personally loved the older ones. Although the one considered the best of the series never got an american release, The real FF III, the Japanese one. Play that one and you'll understand.

    Yeah, one of my housemates brought a copy of FF II back from his house. I went nuts on it for like 6 hours, saved the game, quit - next day, gone. Play the start again for maybe an hour, save, quit, gone again. Game is fried. Too bad, the first few hours were a lot of fun... :)

    (I don't see what the problem is with DBZ-style hair, but then again I do spend about 2 hours a day watching it).


    -- (Remove the leters S,P,A,M and then rot13 to email)
    the games.. (Score:1)
    by ËlaC|n (elacin@c2i.net) on Tuesday June 26, @06:44PM EST (#190)
    (User #147028 Info) http://www.error32.com
    Don't forget what's really important about this then, namely how it will affect the gameplay.

    This will allow the next-generation Final Fantasy games to have back the nonlinear gameplay that made the earlier games in the series (the SNES games at least) so extremely good.

    Because whats wrong with todays FMV (IMO) is how it is impossible to vary them! You just can't make a new FMV for every combination of characters and so on... But with this technique the cut-scenes can be changed to suit that spesific game, the changes can be change of characters/weather/landscape and so on...

    Real time cutscenes versus FMV is a lot like a comparision of speech, read by actors, and speech from an engine which just requires text input. The latter allowing the oral replics of the characters to change a bit every time you play the game, and doesn't take up that much space. It's just up to game-developers...
    __
    Greets, Øyvind Berg ~ ËlaC|n
    [ icq#:123433 || elacin@c2i.net ] [ elacin12@world-online.no ]

    Re:the games.. (Score:1)
    by GPLwhore on Tuesday June 26, @08:07PM EST (#213)
    (User #455583 Info)
    Real-time cut scenes?
    If one can make "cut scenes" generated at real time and affected by user input how is that different from "standard" in-game rendering?
    Cut scenes are almost always useless bullshit, why not just put people in control?

    ...and you can't blame meteors for everything.
    The problem... (Score:2, Interesting)
    by Punikki on Tuesday June 26, @08:05PM EST (#212)
    (User #413668 Info)
    The problem is that even if we can have 100k polys per frame, it's going to suck to see your marines run straight to gunfire, or just stand and watch while their friends get slaughtered because their fuzzy logic is too fuzzy to realize they could help. Those bastards are always out of the reaction range, even if it's just a few meters away. Frankly, AI has been too long neglected. I know AI can be pain in the ass to program, but I'd like someone to make a licensable AI engine, just like with GFX engines these days...
    --- Hajotkaa siihen, kapitalistit! ;-) ---
    3D is killing video games (Score:1)
    by blueworm on Tuesday June 26, @09:48PM EST (#231)
    (User #425290 Info)
    After playing FF IX and finding it revolting (after the 2nd disc it got BAD, FAST). I have decided that only FF IV (FF II american) for the Super NES is worth playing, and that doesn't even use 3D graphics! People are getting to carried away with all this 3D stuff to actually stop and realize that games are about having fun playing them and not just a bunch of flashy graphics... I say story and character development first, flashy graphics last. Oh yeah, and I love Moxie. --J
    Great Graphics do not make a Great Game (Score:2)
    by werdna (werdna at mucow dot com) on Tuesday June 26, @11:22PM EST (#238)
    (User #39029 Info) http://www.carltonfields.com
    Well, I'm all for dreaming, but its gonna be a few years before the GeForce8 can do renderman in real time, but when we get there, Final Fantasy 21 is gonna rule.

    My dream is that GeForce8 can make it unnecessary to discuss the quality of the game in the same sentence we discuss the quality of the graphics. For years now, we have seen one product after another try to top the preceding generation in terms of delivering beauty and graphic heat -- and yet it has been a long time since games have really done, IMHO, a great job of delivering fun.

    This is not to say that twitch isn't fun -- or that pretty isn't interesting. Its just to say that I'm not sure that more more photorealism equates to great gaming.
    How about The Product? (Score:2, Informative)
    by Trebuchet on Wednesday June 27, @12:16AM EST (#241)
    (User #98044 Info)
    Its a 10? minute long realtime rendered video.

    www.theproduct.de

    It's really amazing, and it would seem that what they were describing in the article is already here, but maybe im not quite clear on what they meant.

    Malcolm solves his problems with a chainsaw,
    And the never has the same problem twice.
    Blinn's Law (Score:1)
    by pjpII on Wednesday June 27, @06:35AM EST (#255)
    (User #191291 Info) http://geocities.com/pjpII_2000
    As cited in Advanced Renderman(Apodaca and Gritz), Blinn's Law says the following: "An artist is willing to wait a fixed amount of time for an image to render, and that faster hardware simply results in more complex images that take the same amount of time to render"(511).
        Thus, even if you could do the scenes that were done in A Bugs Life in real time(holding in mind that the entire world of a bugs life was one big scene), Pixar would simply be rendering much larger, more complex scenes.

        Another example- a gamer, much like an artist, is only willing to wait a certain amount of time for a given frame of their game to load(around 1/30th of a second per frame). While hardware grows at astronomical rates, games simply become more complex(eg Wolfenstein->Doom->Quake I->Quake 3) and take the same amount of time on the new hardware. Nobody is going to go to the store and buy Wolfenstein just so that they can run it at 100,000 frames/second on their advanced hardware. So even if somehow games were to achieve Photorealistic Renderman levels of rendering quality in real time(again, holding in mind that many times its the artist, rather than the canvas that makes anything look realistic) they would just get more complex and run at the same speed as Wolfenstein did on your old 386.
        While its spiffy that someday you'd be able to look at ABL style scene in real time, its not some wonderful limit that is slowly being reached, but simply the normal progression of technology.

    Alex Magidow
    Only I can prevent narcissism!
    Gameplay, not graphics (Score:3, Interesting)
    by Junior J. Junior III (cmsk1234@roomtemperaturemail.com) on Wednesday June 27, @07:54AM EST (#258)
    (User #192702 Info)

    I still play Ms. Pac Man, but I hardly ever play games from just five years ago.

    Graphics are cool and all, but they're essentially just pornographic. Not in the sexual sense, but pretty graphics just sit there vacuously to amuse your eyes. As has been said long and loud, game developers should strive to focus at least as much on gameplay as they do on making their graphics cutting edge. Give the user an elegant interface, something fun to interact with, something new, and something challenging.

    Give a man a fish, he owes you one fish.

    Teach a man to fish, you give up your monopoly on fisheries.

    Oh god! (Score:1)
    by 13Echo (zachborgerding [at] netscape [dot] net) on Wednesday June 27, @08:16AM EST (#262)
    (User #209846 Info)
    Anyone who would be excited over Final Fantasy 21 needs their head checked. The series started to blow when it came to the CDROM. I personally think they should have stopped with Final Fantasy VI, but they finally made a name for themselves when it came to the Playstation. It's too bad they had to dumb the game down for the masses.

    -=- Let MicroSoft tell you why Linux is bad at: www.microsoft.com/ntserver/nts/news/msnw/LinuxMyth s.asp
    Source code vs. performance (Score:2)
    by heroine (broadcast@earthling.net) on Wednesday June 27, @09:38AM EST (#272)
    (User #1220 Info) http://heroinewarrior.com
    ATI gives out source code for its Radeon drivers. NVidia does not. NVidia's chips are 3 generations ahead of ATI.

    Now 5 years after the hoopla, one screenshot of a 320x240 camelion that looks like a movie, and 500 layoffs later, let's all say it in unison, "who gives a fuck if NVidia doesn't release any source code!"


    re: Final Fantasy 21 (Score:1)
    by Magius_AR on Thursday June 28, @06:04AM EST (#291)
    (User #198796 Info)
    What's all this talk about Final Fantasy 21?

    It's bad enough they aren't planning to release Final Fantasy 9 for the computer, what chance do we have of getting to 21?

    Anyways, I agree with the marketing trend of "flashy graphics" over "gaming value and playability" and it sucks...I miss the days of FF1, FF2, and FF3...now _that's_ gaming.

    Magius_AR

    Re:Not gonna happen anytime soon. (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @07:53PM EST (#206)
    (User #211768 Info) http://deeznutsclan.cjb.net
    Check out the 7th Heaven demo from scene.org.
    Re:Third Graphics Story (Score:1)
    by ROBOKATZ (deeznutsclan@hotmail.com) on Tuesday June 26, @08:00PM EST (#210)
    (User #211768 Info) http://deeznutsclan.cjb.net
    Maybe VA Linux is going to acquire GIMP, the state of the art graphics and modelling package that it is, and sell support for it.

    Or maybe they will announce Blender supporting actual usable file formats.

    More likely, however, is that Malda is hungry for a new, graphics-fancy game to play on his "[im]pluasibly deniable" Windows machine, not realizing that Tribes 2 is available for Linux.

    Re:Not gonna happen anytime soon. (Score:2, Informative)
    by chill on Tuesday June 26, @09:45PM EST (#230)
    (User #34294 Info)
    Raytracing is only necessary in reflection and refraction -- which can be faked pretty damn good now.

    Other shading methods (radiosity for proper lighting) are used elsewhere.

    Real-time rendering CAN be achieved by using the proper methods and not just throwing the entire ball of wax at any scene.

    The idea is SMART rendering: Z-culling (so you only render pixels that affect the scene); polygon reduction (so you don't bother with a 10,000 poly item that is so far away in the frame it is a single pixel); variable mapping (using environmental maps for reflections when appropriate (like fly-thrus where there are only "background" objects).

    Think Hollywood set -- build (and shoot) only what the camera will see, nothing else.


    --
    Charles E. Hill
    "When in doubt, recompile the source."
     
     
      What this country needs is a good five dollar plasma weapon.
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