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Voxel/Polygon Accelerator

G. Waters writes: "Ars Technica writes that "3DLabs and Real Time Visualization have teamed up to design an accelerator that accelerates both voxels and polygons in the same scene." A link to the announcement can be found here. Perhaps voxels will become more mainstream with similar developments." I'm still waiting for the cards with accelerated bezier patches, but this is cool too. *grin*

153 comments

  1. Re:Voxel, for those that don't know.. by greenfly · · Score: 1

    I'm pretty sure he used dict which checks quite a few dictionaries including Websters, the jargon file, and the gazetteer.

  2. Re:Voxel, for those that don't know.. by eval · · Score: 5
    That definition is only partially correct. Unfortunately, it falls into one of the oldest mental traps of the graphics world, thinking of pixels as squares and voxels as cubes.

    Pixels and voxels are zero-dimensional samples of some 2D image or 3D volume. Thinking about them as squares, gaussian splats, or something other than samples is the path to the Dark Side.

    For more info, read Alvy Ray Smith's Tech Memo, "A Pixel is Not a Little Square, a Pixel is Not a Little Square, a Pixel is Not a Little Square! (And a Voxel is Not a Little Cube)" available here.

  3. Not in England, you stupid yank by Anonymous Coward · · Score: 1

    Really pisses me off when people forget that the ACCLERATOR is on the RIGHT.

    Over here, the ACCELERATOR is on the left. I know /. is hosted in the US, but hackers from other countries read it to you know.

    1. Re:Not in England, you stupid yank by linuxci · · Score: 1

      Way OT but in the UK the accelerator is on the right. It's the pedal nearest the door.

  4. Re:This is actually innovative, not just faster by G.+Waters · · Score: 1

    I agree. Novalogic made a great game with this technology. Nearly all of the reviews I've read have suggested that it would be an exceptional "if only" it had used a polygon engine. Much advancement has been made with polygons, so it's easy to compare a relatively mature technology with one that is being freshly implemented into a field it has not been initially intended for. Have any of you guys seen DF2 at 1024x768? The terrain looks gorgeous. The frame rate (at least on my system) is unplayable, but so would a unaccellerated polygon scene with the same level of detail and distance. Keep in mind that the maps in DF2 are rendering 2000+ meters of visibility, including grass, stones, and special textures like railroad tracks (made with voxels and not polygons). To do all of this, while rendering misc. polygon objects at an acceptable frame rate @ 640x480, without acceleration, seems to show just how valuable this technology could be with a little advancement. The fact that this announced graphics card will support both polygons and voxels seems to make this a technology we really should be talking more about. G. Waters "Sigs Cause Cancer"

  5. hardware subdivision by egott · · Score: 1

    My under educated opinion is that a subdivision surface scheme would make more sense than a NURBS or Bezier Patch one both from a modeling and a hardware implementation point of view. There was an interesting paper (http://24.19.151.16/RI_DSS.html) in the subdivision session at Siggraph this year which describes a technique the presenter claimed will be useful for a hardware implementation (this was supposedly in contrast to a similar paper which followed his in the same session: http://www.cs.caltech.edu/~ivguskov/papers.html#no rmalmeshes).

    --
    There are 10 kinds of people: Those that understand ternary; those that don't; and those that don't care.
  6. Re:Wordenstein 3-D by jheinen · · Score: 2

    I think you mean "vowels," No? :)

    -Vercingetorix

    --
    -Vercingetorix
    "Necessitas non habet legem." -St. Augustine
  7. Re:We are using the card by barole · · Score: 1

    The chip can do 256^3 at 20fps. Larger sized volumes can be held on the board (current board has 256MB ram) and is handled transparently by the library they supply. So, you probably have nothing to worry about. I routinely use 512^3 volumes and get maybe 4 frames per second. I would guess future boards would support larger volumes and be faster at doing it.

  8. Re:Spline based rendering by wht · · Score: 1

    I know the Edge 3d had one version with hardware Sega Genesis emulation. The saturn was very similar to the genesis (backwards compatible, i believe?) so I think you're right on that....

    Walter H. Trent "Muad'Dib"
    Padishah Emperor of the Known Universe, IMHO

  9. Re:We are using the card by barole · · Score: 1

    Oops. Please make that ~1 fps for 512^3.

  10. Re:Don't mind that. by Johan+Veenstra · · Score: 1

    Can't anybody read english anymore?

    he said: Really pisses me off when people forget that the ACCLERATOR is on the RIGHT.

    So it pisses him off when people FORGET that the accelerator IS on the right.

    Should I repeat that? He is stating that the accellerator is on the right, but some people forget about that from time to time, and that pisses him off.

    He was trying to be humerous.....

    Johan V.

  11. Outcast used polygons too by MfA · · Score: 1

    Basically for everything but the landscape.

    But it used bumpmapping and anti-aliasing so those looked quite nice for software too.

  12. Re:Spline based rendering by superlame · · Score: 1

    Genesis emulation? Possible, but why?

    The saturn hardware has dual hitachi CPUs. The genesis used a 68000 chip. Now, there was an upgrade for the genesis that plugged into the cartidge slot, and then cartridges went into this thing. I forget the name, but it also had dual hitachi CPUs, but they were slower.

    The dual CPUs is why the saturn flopped. The PS also has dual CPUs, but the software library that came with it took advantage of that. The software libraries that came with th Saturn didn't, so programmers had to balance their program across both CPUs themselves. This meant that the initial games only used a little over 50% of the power available, whereas the initial PS games used over 80% of the available power.

    Also, the second CPU of the PS had the same core instructions, but the stripped parts of it and added some other parts, so the stuff they added might have given it an additional edge. Well, that's what I heard at least. The docs I'm able to find aren't clean whether that second chip is a modified r3000 or if it is totally different, and I'm not familiar with the r3000 to tell just by looking at the instruction sets.

    --
    -- Superlame http://catpro.dragonfire.net/joshua/
  13. Maybe it's just me... by Dfiant · · Score: 1

    Supporting voxels for things like medical imaging is good, but I don't think it's such a big thing for games. Yes, voxels can be used for landscapes, and even characters. But do we even need that third dimension of resolution? When I'm playing a game, I don't see through a character, so wouldn't it be a waste to define elements inside the character? (Though a neat trick there would be to define his guts so shooting him would reveal them at any level of penetrati--Geez, I'm disturbed. There are other ways of doing that anyway.)

    A landscape could be defined with things like curved surfaces and probably be much more efficient. From what I understand about 3D graphics, using voxels to store something like a 3D object as opposed to polygons is akin to using a huge array instead of a linked list to store data in memory.

    1. Re:Maybe it's just me... by Graymalkin · · Score: 2

      Voxels in consumer products can actually prove to be useful. Treating things with actual mathematical volume and substance can add to the realism of 3D environments like water and the like, things act differently as they pass through such things where in Quake you just define different universe properties to a certain area. A boulder as a three dimensional construct could have better physical properties, large enough that Lara Croft's mass couldnt easily move it, said boulder could also be blown up without storing a 3D model for the smaller pieces of rock.

      --
      I'm a loner Dottie, a Rebel.
  14. Re:Bezier patches by evanbd · · Score: 2

    so..umm...what is one? you seem to know... What advantages do they provide? What are nurbs and what do they provide?

    ---

  15. An old Apache game... by ceswiedler · · Score: 3

    no, not apache the web server, but a helicopter-sim game for the PC several years ago, had voxel-based rendering. I remember the lead programmer saying that they had constructed simple shapes for the landscape, then used an erosion simulator to wear away the voxels. Take a flat surface, run a "river" through it, and calculate which voxels are removed. That's something you can't really do with polygons.

    It generated much more realistic landscapes than anything else at the time. Does anyone remember the title?

    1. Re:An old Apache game... by arivanov · · Score: 2

      Comanche. It had a really impressive landscape engine for its time. The heli movement near the landscape and the shading had some more to be desired but the overall landscape is still hardly matched.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    2. Re:An old Apache game... by rackhamh · · Score: 1
      It was called Comanche (therefore, not an Apache game). It was cool.

      - Rackham

      "You can't protect anyone.... You can only love them."

    3. Re:An old Apache game... by Mike+Connell · · Score: 2

      It was "Commanche", IIRC there were sequals also.

      More recently there was "Delta Force II", using software voxel rendering. As a game I didn't really like it, and as an engine, well, I didn't really like it ;)

      It just couldn't perform well enough in software to compare to the combined might of CPU+3D card that polygon based engines get to use. It's a shame, because it had some really good points:

      * The terrain was really 'curvey', none of the up-a-ramp, down-a-ramp of the polygon style.

      * The grass was cool.

      * Erm... ;)

      Who knows, if these cards actually deliver (modulo cost, entry point, programming, etc), it might become a more popular approach.

      best wishes,
      Mike
      ps) I notice they will have development kits for linux - hooray!

    4. Re:An old Apache game... by aok · · Score: 1

      Hmm, if it's several years ago, maybe you meant "Comanche" from Novalogic. It definitely looked
      voxel-based. There could also be a game called "Apache" but I can't remember an old one, there is a somewhat new one by EA called longbow or
      something like that which uses Apache helicopters
      I think. Haven't played it though so I don't know
      if it's voxel-based or not.

    5. Re:An old Apache game... by eval · · Score: 2
      Actually, voxel terrains (from the computer gaming world) are not actually voxels. They are 2D heightfields. The misnomer is due to two unfortunate traits that voxel data sets and heightfields share:
      • They both represent 3D data, though one represents data (usually scalars) at XYZ positions and the other represents a Z at each XY position.
      • They can both be rendered via raycasting (raytracing without the bounces), though again, one is 3D raycasting and the other is a sort of 2.5D method.
      The "voxel terrain" rendering method was first described by P.K. Robertson in "Fast Perspective Views of Images Using One-Dimensional Operations" (IEEE CG&A, February 1987, page 47). It's been rediscovered by various people since then. I believe (but don't quote me) that it could be considered a limited form of McMillan's Occlusion Compatible ordering.
    6. Re:An old Apache game... by ZaMoose · · Score: 1

      Yup, remember it well. Only it was the Comanche, not the Apache. Check it out over at Novalogic's site Also, both Delta Force games utilized the Voxel Space engine. Nifty terrain effects, but the people and buildings tended to not look so hot. Plus, you can't accelerate voxels with any existing card, so that huge Geforce2 you just bought won't give you any huge, accelerated advantage.

      The engine was also used in Armored Fist 3, IIRC...

      For further interest, check out a good r eview of Delta Force 2. It talks quite a bit about Novalogic's voxel engine.

      -------------

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    7. Re:An old Apache game... by superlame · · Score: 1

      BTW, the Blade Runner game released two or so years ago used Voxels for the characters and character animation.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
    8. Re:An old Apache game... by Mike+Connell · · Score: 1

      Thing of the past? Sure maybe it *used* to be the floors - now it's the walls. Look at the corners of walls, desks, whatever.

      > Some algorithms you could look at if you are interested: Quadtree LOD, ROAM, Triangle Bintrees w/out ROAM.

      Oh the irony! stop it! ;)

      best wishes,
      Mike.

    9. Re:An old Apache game... by Kinlan · · Score: 1

      I think Apache was Apache Longbow, and that wasn't voxel based. it was definetly comanche that was voxel based. I remember playing it on my dads 486 when I was a nipper ....ahhh memories
      -

      --
      As cunning as a fox, which has just been appointed professor of cunning at Oxford University. http://www.kinlan.co
    10. Re:An old Apache game... by Paradox · · Score: 1

      Ramp-up-down terrain is a thing of the past or an artifact of bad terrain programming. These days even a mediocre OpenGL or D3D programmer can make a very smooth heightmap. It's easy when 2000 triangles is only a small fraction of what your card can push.

      Some algorithms you could look at if you are interested: Quadtree LOD, ROAM, Triangle Bintrees w/out ROAM.
      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
    11. Re:An old Apache game... by Paradox · · Score: 1

      Only if you have shitty level designers and you don't use curves. The Q3 engine, when used right, makes for some very nice detail, because of the
      bezier curve stuff. (It is bezier curves, right?).

      'sides.. for man-made structures, usually the wall IS a small little sharp corner. I look at the corner in my office and I don't see a smoothly blending curve, I see a very tight corner. If I look very close I see the curve, but it has to be pretty close!
      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
    12. Re:An old Apache game... by Paradox · · Score: 1

      Commanche.

      It was one of the first games to take an astounding amount of memory for it's time. Something close to 4 megs. Voxel based rendering schemes can be more memory intensive. Also, you didn't have a full 6 degrees of freedom because doing this with voxel based systems is MUCH more complex and memory intensive.
      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
    13. Re:An old Apache game... by dmccarty · · Score: 2
      FWIW this was called Comanche, not Apache. It was (IMO) an excellent, although not very realistic, flight simulator for the Comanche helicopter. (This was back when the AH-64 Apache was the main helicopter of the US Army and the Comanche was still mostly a prototype.)

      I'll try not to stray too far off-topic, but Comanche made excellent use of a voxel landscape that was extremely realistic looking, but dark at times. (Heh, this was when a 486DX2/66 was a high-end computer.) The biggest drawback of the game at the time was that voxels used up huge amounts of memory at a time when most people only had 4 or 8 MB RAM, so the Comanche worlds were pretty but small. Another drawback to the game was that the landscape was so pretty that it made other visual elements--rockets, oil tanks, other helicopters--look cheesy in comparison.

      When Win95 came out MS disabled real-mode hard drive access under DOS, which is something Comanche needed to run (anyone remember c.exe?). I still have the box sitting on a shelf. It's a cool-looking trapeziodal shape, which might be what influenced me to buy it in the first place.
      --

      --
      Have fun: Join D.N.A. (National Dyslexics Association)
    14. Re:An old Apache game... by jjoyce · · Score: 1
      It was Comanche...I loved that game. A couple years ago I ordered Comanche 2 for like $15. It's a fun game, but unfortunately they made it for 486 machines. It has some strange code for tracking how much fuel you have: when I play it on my pentium 233, I run out of gas in like 1 minute.

      --
      "Choose a job you love, and you will never have to work a day in your life."

  16. Wordenstein 3-D by Mike+Schiraldi · · Score: 3

    Pointless unless you're gaming or rendering...

    On the contrary, i use voxels for word processing.
    --

  17. I do remember something for the Amiga.. by Spiff28 · · Score: 2
    After TaOS was mentioned here a while back, I was inspired to go and check... and sure enough I had the issue of Edge magazine that had TaOS as its cover. But more to the point.

    While perusing other issues, I recall reading about a voxel-based 3/4 view helicopter game made for the Amiga. It sounded quite interesting, because it also allowed for realtime landscape deformation. You could blow a huge hole in the ground to force the enemy someplace else where you had a more strategic advantage. It sounded quite neat. I also can't remember the name. Plus I'm not even sure it's what you're talking about ;)

    Just thought I'd share...

  18. I2O and other bus systems by MikeBabcock · · Score: 2

    I'm waiting for the hardware companies to start using more intelligent bus systems like I2O (over PCI or multiple AGP) to allow for new and improved systems.

    For gamers, this could mean a 3D card that stores scene description data and allows the sound card and video card to intercommunicate with it, doing co-rendering (one card handles the scene itself as a mathematical entity, the others handle mapping the sounds and/or images).

    These types of interactions between hardware are difficult because of competition, of course.

    --
    - Michael T. Babcock (Yes, I blog)
    1. Re:I2O and other bus systems by mr_exit · · Score: 1

      you are forgetting the old voodoo 2's. with 2 in one box and an sli cable (anyone know what sli stands for??).
      each one does an alternate line of each image. this is pci only but I dont see motherboards with 2 agp slots appearing before the "next big thing"tm comes along

      --

      -------
      Drink Coffee - Do Stupid Things Faster And With More Energy!
    2. Re:I2O and other bus systems by MikeBabcock · · Score: 2

      But why hasn't Intel started offering true multi-bus boards with 4 PCI slots, 2 64 bit PCI slots and 2 AGP slots?

      I'd love to have my Ultra3 SCSI on an AGP port instead -- imagine what they do then!

      --
      - Michael T. Babcock (Yes, I blog)
  19. Pointless unless you're gaming or rendering... by leftorium · · Score: 2

    don't flame, I don't game...

    there's not too much point to accelleration. memory yes, but accelleration for desktop machines that are used for practical purposes besides rendering is worthless... I think we're going to hit critical i-dont-care faster with video cards than with cpus.
    critical i-dont-care being the point where it doesn't matter anymore what is in your system

    --
    ______
    everyone was born right-handed, only the greatest overcome it.
    http://leftorium.net
    1. Re:Pointless unless you're gaming or rendering... by CIHMaster · · Score: 1

      No because they're already compressed. Can't compress a compressed file, you won't get anything out of it!

    2. Re:Pointless unless you're gaming or rendering... by CIHMaster · · Score: 3

      And guess who it's geared for?

      That's right! Gamers and CG people! Really, the more we can dump on hardware for those who need it, the more useful everything is. Useful, that is, to those who want/need it.

      I want hardware based disk compression (do any hds do this already?)!

    3. Re:Pointless unless you're gaming or rendering... by SlaterSan · · Score: 4

      This voxel acceleration isn't even being pushed for gaming. It's being pushed for Augmented/Virtual Reality surgery and oil drilling types of applications. Sure it'd be nice to have a voxel accelerator so when you blow some guys arm off in a game you can see chuncks fly correctly, but it's more important for other applications. I do research in AR and the fast the accelerator the better. We've already hit walls with $1400 OpenGL accelerators. Sure gaming is nice, but put on a head mounted display and try to make CG things look like they're in the real world and you'll see that acceleration has PLENTY of room to grow.

      Links for those interested in AR:
      rit.edu
      Media Lab
      The Navy

      There are plenty more out there also. VR stuff looks fine for now, but when you're trying to make CG stuff look like real world stuff and have it line up with real world objects you can use all the acceleration you can get. Untill CG looks real we're not there yet.

    4. Re:Pointless unless you're gaming or rendering... by slashdot-me · · Score: 1

      > I want hardware based disk compression (do any hds do this already?)!

      Let me guess, for your jpegs, mp3s, and dvds?
      Ryan

    5. Re:Pointless unless you're gaming or rendering... by Enahs · · Score: 1

      Yeah, but keep in mind that those folks who just *have* to have those chunks fly correctly when they blow an arm off some digital character are helping drive down prices on 3d graphics hardware.

      --
      Stating on Slashdot that I like cheese since 1997.
    6. Re:Pointless unless you're gaming or rendering... by pallex · · Score: 1

      "and my guess is it won't be all that long"
      Think it`ll be a while yet.

    7. Re:Pointless unless you're gaming or rendering... by Osram · · Score: 1

      I can play UT with 15 bots

      This just shows me there is still a long way for poly-accelerators to go. If you want a game with, say the battle of waterloo, you want 1000s of bots at least.

    8. Re:Pointless unless you're gaming or rendering... by Tet · · Score: 2
      there's not too much point to accelleration

      Agreed, but then the whole 3D acceleration market is almost entirely geared towards the gaming industry anyway. 2D cards reached your critical i-dont-care limit long ago. There is simply no market for hugely fast 2D cards any more because they're all already fast enough that users won't notice any increase in speed. 3D cards haven't yet reached that point, and are relying on bigger and better games coming out that force users to upgrade. Eventually, there will reach a point at which it won't matter any more, and my guess is it won't be all that long. That said, I'm still waiting for a poly-based 3D game that can cope with the number of enemies on screen that Doom managed. That was what gave Doom it's frenzied atmosphere, and ultimately what made it such a good game.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    9. Re:Pointless unless you're gaming or rendering... by UnknownSoldier · · Score: 1

      > 3D cards haven't yet reached that point, and are relying on bigger and better games coming out that force users to upgrade. Eventually, there will reach a point at which it won't matter any more, and my guess is it won't be all that long

      Not with real-time photorealism demands.

      Imagine a 1600x1200 real-time raytraced image at 100 fps. We have QUITE a while before we get there.

    10. Re:Pointless unless you're gaming or rendering... by Tet · · Score: 2
      I can play UT with 15 bots... on a PII-350 w/GF256DDR.

      Hmmm. Yes, you can play with large numbers of bots, but UT slows down for me when there are more than about 7 or 8 visible on screen at any one time. I have various machines ranging from an AMD K6-2/450 to a PIII-550, with Rage 128, Voodoo 3 and G400 cards, and all with 128MB or more of RAM. Admittedly, I can't persuade UT to use anything other than software rendering on the G400, even with the latest Matrox drivers :-(

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    11. Re:Pointless unless you're gaming or rendering... by Tower · · Score: 1

      I haven't seen any drives that do compression natively, but there are some (expensive controllers out there... RAID/compression with 32-512MB RAM on board == mucho $$$)

      --

      --
      "It's tough to be bilingual when you get hit in the head."
    12. Re:Pointless unless you're gaming or rendering... by evanbd · · Score: 2

      I can play UT with 15 bots... on a PII-350 w/GF256DDR. Granted, their novice bots, but they still shoot in about the right direction. I kick the crap out of them, but you do that for Doom too... 15 bots, double speed, insta-gib...1550 FPH... Not great frame rate, but playable (30 maybe?) And I think the bots are more intelligent than doom monsters. It gets old kinda fast, so I only do that when in serious need of stress relief.

      ---

    13. Re:Pointless unless you're gaming or rendering... by ceswiedler · · Score: 2

      No one does hardware disk compression because we don't need it. We've always been able to manufacture larger-capacity drives. Now, when the fsck-hits-the-fan (as it were) and the engineers can't cram any more bits onto a platter, THEN we'll see a boom in the compression industry (hardware AND software).

      chris

    14. Re:Pointless unless you're gaming or rendering... by ocelotbob · · Score: 1

      Didn't the old RLL hard drives do hardware based compression? Because I remember that you could take an MFM drive, stick it on an RLL controller, low level it, and have about 1.5x the storage space as when it was on an MFM card.

      --

      Marxism is the opiate of dumbasses

  20. Re:Pointless unless you're gaming by CIHMaster · · Score: 1

    And that's where the high powered cpus everyone claims no one needs come in.

    For everything that no one needs, it has a complement that everyone says the same about :)

  21. An honest question... by Rico_Suave · · Score: 2
    Are voxels somehow superior to polygons? It seems like we'll soo have these graphics processors which can render an incredible number of textured/shaded/AA'ed polygons without breaking a sweat. I'm not sure I see what the advantage of voxels are...

    --

    1. Re:An honest question... by Zurk · · Score: 1

      novalogics games all use the voxelspace engine and are really kewl. novalogic.com

    2. Re:An honest question... by Osram · · Score: 1

      >Are voxels somehow superior to polygons?

      Usually - yes. Mostly, we are rendering objects that are actually 3D - people, monsters, houses, whatever.


      But for all those things we only see a 2d-surface. And most of the transparent things you can look into are monochrome, so you can do them with a few polys. If you would put tea in a transparent cup and add milk so that it isnt homogeneous and so that you can still see through the tea - then you have an effect that is easy to do via voxels and difficult (not impossible!) to do via polys.

      So, for the visualization of almost all things the 2d-surface is enough. Notable exception s are scientists that want to visualize a field or doctors that want transparent organs and flesh since this helps visualize the anatomy.

      Granted, sometimes we render things that actually are purely 2D (CAD, FEM models, etc), but a 3D representation (ie Octree vs. BSP) is far more natural.

      Funny, its just the other way round:
      When rendering things you almost always see only the 2d surface. When doing CAD and caring about the center of gravity, weight, (rotational) inertia etc, the volume is important.

      To put it another way - we actually spend time first creating a lot of polygons from a solid 3D model - for no other reason that the fact we need them for rendering, *and* decimating the very same meshes so that we have less facets! Bleugh! ;)

      I am not sure I understand you. If you, for example create the polys with a 3D scanner and then reduce them that is because its faster to do it this way than to have a reasonable tesselation from the start.

      My boss was looking at these at SIGGRAPH, so I might have one to play with with a bit of luck...

      What will you use it for? I am not saying voxels are useless, but I personally see much more uses for polys than for voxels.

    3. Re:An honest question... by Augusto · · Score: 1

      For CGI in movies, are there any that have used voxel based technology (since they have more computing power available $$$) ?

      It seems most of (if not all) the commercial packages are polygon based, right ?

      BTW - Good analogy with the vector/raster graphics. Remember Space Fury ? It had the face of an alien drawn with vectors, when I saw that I thought it was the best graphics in a game ever !!!

      --

      - sigs are for wimps.
    4. Re:An honest question... by -ParadoX- · · Score: 1

      Voxels do have one significant advantage over polygons. Consider: You have a large rendered obeject.. say a tank. Now you fire a missile or something into that tank and your graphics card has to render all the little bits flying around. In order to even create those little bits, you have to break apart the original polys and re render all of them. That takes cpu crunch time. With Voxels you can break down a large complex object into smaller complex object without special algorithems or processes since each voxel is an independent object in and of it self. A large object of tiny voxels is easier to utilize than a few large many sided polys, and easier to render too if you've got the right hardware (which could be as standard as other grpahics chips if the market was there for them).

    5. Re:An honest question... by codemonkey_uk · · Score: 3
      They are just orders of magnitude more expensive than polygons, that's all.
      No they are not. They are significantly less expensive than polygons.

      The problem is that a single voxel only models a single point in 3d space, where as a polygon can model a whole surface. Using voxels can be more expensive than using polygons because you often need many more of them to model a given subject (when viewed close up).

      This development is signficant because voxels come into their own when viewed from such a distance that a single voxel/polygon is reduced to a few pixels or less. For example, landscape rendering. This development gives the developer the flexability to render voxels in the distance, and switch to polygons (which provide more detailed visul information, but are more expensive to render) for close to the cammera.

      Thad

      --

      Thad

    6. Re:An honest question... by Paradox · · Score: 1

      It dosen't take that much CPU time, you know.
      'sides, just breaking a voxel model appart would look ugly! Things don't shatter in nice little pieces that way, they explode in an irregular fashion. You don't need to segment an existing polygonal model, you just add a few more triangles to begin with, or a different model entirely, and billboard up an explosion while you switch the models and send some tank-colored particles everywhere.

      It may sound hackier, but it looks pretty good, and it's not very expensive to do. That's what's important in real time rendering.

      Nice name btw :)

      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
    7. Re:An honest question... by Evangelion · · Score: 5


      Pose the question like this : are raster graphics somehow superior to vector graphics?

      At one point, video games were done with vector graphics (Tempest was the most memorable =) beacuse raster graphics were too expensive computationally to do. Once they were possible, much more freedom was allowed.

      Polygons are basically vector graphics in 3d - an approximation generated by drawing lines through space to simulate the construction of objects. Whereas voxels are much more like pixels - you choose a resolution, and then you fill in each 3d point with a colour. They are just orders of magnitude more expensive than polygons, that's all.

      The advantages? More freedom and realisim in what can be designed.

      --

    8. Re:An honest question... by iapetus · · Score: 3

      That's a slightly inaccurate answer, because you don't mention any of the disadvantages of using voxels.

      The main disadvantage comes when you choose to view the shape at a higher resolution that that which it was created at. With a polygon (or other surface type) based model you still get a smooth image. With voxels, unless you're doing something clever to approximate the effect (which still won't work as well as using a surface definition), you don't. If you're generating your textures procedurally then you can zoom into a surface-based model as far as you like, whereas with a voxel based model eventually you'll end up with a single voxel filling your screen. Yum.

      Both have their uses, and some games software in the past has used both (hey, there's a reason this card is supposed to be able to do both simultaneously, you know...), but to imply that voxels are somehow better than polygons is, IMHO, more than a little misleading.

      --
      ++ Say to Elrond "Hello.".
      Elrond says "No.". Elrond gives you some lunch.
    9. Re:An honest question... by superlame · · Score: 1

      Well, Voxels are a bit more realistic way to represent models, and they make volumetric effects easier (since volumetric effects like solids and voxels are solids). I mean, think about it. You don't consist of a bunch of surfaces, a skin surface, a heart surface, a lung surface. Rather you are made of solid materials.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
    10. Re:An honest question... by MikeTheYak · · Score: 1

      The vector->raster :: polygon->voxel doesn't hold very well in most rendering cases. The reason raster graphics are superior to vector graphics is that you can see filled regions in raster graphics that can't be rendered in vector graphics. Moving to the polygon->voxel relationship extends this to 3D, but you're still relying on representing a visual response, which remains a 2D domain. In plainer English, you can't tell whether an opaque object is filled or hollow by just looking at it. All you will see is its surface. Since the vast majority of objects represented in a typical 3D scene are opaque objects, so voxels by themselves don't buy you much. Terrain represented as voxels is a bit of a special case. You typically only have one boundary between landscape and air, so the data set compresses very nicely. There are also all kinds of speedups you can use if you know you're rendering terrain. Rendering general voxels is generally a lot more expensive. There are other phenomena that are better rendered with voxels than polygons. Trees and clouds come immediately to mind. Nevertheless, it's hard to beat polygons as the best representation of most objects. - Mike

    11. Re:An honest question... by Mike+Connell · · Score: 2

      > Are voxels somehow superior to polygons?

      Usually - yes. Mostly, we are rendering objects that are actually 3D - people, monsters, houses, whatever. Granted, sometimes we render things that actually are purely 2D (CAD, FEM models, etc), but a 3D representation (ie Octree vs. BSP) is far more natural.

      To put it another way - we actually spend time first creating a lot of polygons from a solid 3D model - for no other reason that the fact we need them for rendering, *and* decimating the very same meshes so that we have less facets! Bleugh! ;)

      Advantages of volume viz. include the ability the really parallelise the rendering in image space (ie CPU per screen pixel). This works well in software, but I'm not sure how well it scales in hardware. You can also do really cool QOS - degrading the rendering depending on available CPU much *much* easier than with polygon based systems.

      My boss was looking at these at SIGGRAPH, so I might have one to play with with a bit of luck...

      I also want it just cause it's got 256Meg of RAM on it ;)

      best wishes,
      Mike.
      ps) http://www.rtviz.com/technology/index.html

    12. Re:An honest question... by Anonymous Coward · · Score: 4

      That depends entirely on what you are trying to do.

      Most games & CAD systems are polygon based because what you see and work with are surfaces, which polys are ideal to represent. Another advantage is that efficient polygon rendering is pretty easy to implement.

      This changes when you are looking at volumetric data - this can be anything from medical scans to computational fluid dynamics results.

      Volume rendering with "standard" 3d hardware is quite a rich research topic at the moment, but there are a few ways to do it.

      1. Isosurface extraction - you have a field of, say, temperature values and you decide to pull out a surface at t=100 centigrade. You can use an algorithm such as "marching cubes" or "marching triangles" to give you a mesh that corresponds to the value you are looking for.

      The problem is that this is expensive and you get *lots* of polygons. This is one of the reasons why "high end" boards are good for millions of tiny polygons, but fall flat when asked to do "game" type work.

      2. "splatting" - this is where you just draw semi-transparent blobs where "active" voxels are and get some kind of image out. It is more complex than that (of course), but you vcan get good images.

      3. Cunning stuff involving stencil buffers & 3D textures - there is a paper in siggraph proceedings from (i think) '98 or '99 that covers this. I didn't really get it to be honest.

      The trouble with these approaches is that they are really just tortuous ways of visualising information that you would be able to just see if you could render your volume directly. Surface reconstruction is simple, but can take ages. Other algorithms are tricky to write & debug.

      One final note is that 3D labs do some of the more fully featured accelerators, some of which support 3D textures. I would not be surprised if the volume representation was tied to texture memory in some way. Certainly 3D texture/voxel compression algorithms would be a likely place to start sharing technology.

      And in answer to your question: polygons and voxels are both better, depending on what you want to do with them.

  22. Re:Voxel, for those that don't know.. by Eviltar · · Score: 2

    Pixel: picture-element
    texel: texture-element
    voxel: volume-element

    Have a nice day!

    --

    -----
    Obviousness is always the enemy of correctness. -- Bertrand Russell
  23. What the chip supports is really voxels though... by MfA · · Score: 1

    Its meant to render a 256^3 voxel set in real time with full transparancy, not to quickly render a displacement mapped surface... which I agree is very usefull and has bugger all to do with voxels.

    This chip has near zero relevance to gaming.

  24. Re:Voxel, for those that don't know.. by NaughtyEddie · · Score: 2
    Only half true. Everyone who's ever used a low-res monitor knows that a pixel really is a little square (or at least a little rectangle). This image-processing stuff is of tenuous applicability - it applies to 1D waveforms, not 2D images. And it works for 1D waveforms, because the basic unit of perception is the tone - a 1D sinewave. The basic unit of visual perception is NOT a 2D sinewave. The fact that JPEG works at all is a fluke; the nastiness of actual JPEG implementations shows how inapplicable this model really is.

    In any case, show me a monitor that does correct 2D reconstruction of an image from these samples. Can't? That's because it doesn't exist. In 1D audio processing there are known ways to reconstruct the 1D "image" given the samples. There is no such postprocessing on any modern monitors. And all this image processing stuff tacitly assumes there is. Ergo, again, it is not applicable.

    To ram the point home, remember that "little square" and "sample" are just two MODELS of limited applicability in different situations. Mankind DOES NOT HAVE a model for image processing which is in any way "correct".

    Calling it the "path to the Dark Side" is just silly.

    --

    --
    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  25. Sod voxels.... by jd · · Score: 2
    I want hardware light wave-tracing in real-time. :)

    Seriously, the use of polygons in graphics have not really done games any favours. Instead of having slow, but textured, graphics, we now have fast but clumsy & low-res graphics, instead.

    IMHO, I'd rather have the quality than the quantity.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Sod voxels.... by NaughtyEddie · · Score: 2
      And one big disadvantage: the card would have to have the entire scene in fast, local RAM.

      The performance wouldn't be close to what you can get with polygons. A certain console renders a flat polygon in 2 cycles. TWO CYCLES! You can get a lot further with that sort of power than you can having complex recursive algorithms-on-a-chip.

      --

      --
      It's a .88 magnum -- it goes through schools.
      -- Danny Vermin
    2. Re:Sod voxels.... by Paradox · · Score: 1

      Problem with this approach is that the ray tree can get arbitrarily deep, in complex scenes. So you don't know with any certainty how long a frame will take to render, or even how long it MIGHT take without directly testing it. Sure, you can do it in parallel, but it's still a huge system of equasions that need to be solved. The benefit of polys and voxels is that they are relativly simple. A triangle, for instantce. Easy to draw a clip.

      Everything gets much harder in ray tracing, much harder. And ray tracing means you have to have really accurate models (no blocky models) because you're doing real ray intersections, as such you can't fake things very well with a chunky model. With our current hardware, we can make 300 poly's look like 10000 polys, even under dynamic lighting conditions, in real time. There may be some degenerate cases, but hey, nothing's perfect :)

      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
    3. Re:Sod voxels.... by Mike+Connell · · Score: 2

      If we hadn't gone the polygon route, but used ray casting instead, I could see two big advanges:

      You wouldn't need much from a graphics card (fill rate + 2D for the UI)

      You would need a fast CPU (for software ray casting). In fact, you'd need so much CPU, and ray casting works so well in parallel, that gamers would be driving the SMP market, and SMP machines would be common.

      I'd love the simplicity of more CPU == better quality graphics. It's a pity we missed it :(

      best wishes,
      Mike.

    4. Re:Sod voxels.... by Mike+Connell · · Score: 1

      > And one big disadvantage: the card would have to have the entire scene in fast, local RAM.

      I think you might have misunderstood the point I was making. In this scenario, the graphics card would only be a framebuffer, not even a Z buffer. The fast local RAM would be normal system RAM.

      As for performance, well we can only guess (it's a hypothetical situation), but that's my opinion. Sure cards can pump out the polygons these days. the question is: If they didn't have to, all that effort would have gone into something else instead - How fast would *that* be?

      best wishes,
      Mike.

    5. Re:Sod voxels.... by Mike+Connell · · Score: 1

      > Problem with this approach is that the ray tree can get arbitrarily deep, in complex scenes.

      Ray casting != Ray Tracing. In casting you stop when the ray hits the first object, then you're done. There is no ray tree.

      best wishes,
      Mike.

    6. Re:Sod voxels.... by Paradox · · Score: 1

      Fine. Ray Tracing. :P
      You still cast rays in ray tracing. Ray casting is just a special case of ray tracing. I hate that stupid semantic separation, logically it makes little sense.
      - Paradox
      Man of the C!!!

      --
      Slashdot. It's Not For Common Sense
  26. Re:What's an accelerated bezier patch ? by bananafish · · Score: 1

    No, it helps you stop being French more quickly.

  27. Re:Bezier patches by tolldog · · Score: 4

    Instead of knocking out the cobwebs, I will give you the links that I learned from.
    bezier patches

    Bezier curves

    Nurbs

    What it boils down to is an easy way to store a curved data set. The display part is trickier... and that is where the acceleration would be nice.
    If you had a curved object, you could break it into poly's and have all the triangle points stored in memory or you can have the control points (and the weights if used) stored in memory.

    Obviously the math for the poly's are faster but the display isn't as smooth (Such as Quake 2). With bezier patches, the display takes more math but is smoother because you are representing curves and not lines.
    When it is all said and done, the math isn't too bad, it is just additional math that needs to be done at 30+ fps.

    --
    -I just work here... how am I supposed to know?
  28. Re:What the hell is a voxel??? by NaughtyEddie · · Score: 1

    The fact you haven't heard the term "voxel" before is more an indicator of your ignorance than anything else. The term voxels goes back at least twenty years, if not thirty.

    --

    --
    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  29. Re:I still play Comanche 3! Voxels rule :-) by shrewmy · · Score: 1

    And Comanche 3 runs splendidly on a Pentium 166.
    Warning: Some Rambling follows ;)
    C3 run's decent on my P75 laptop with a 2 meg video card too, of course with detail turned down. I purchased Commanche 3, Armored Fist 2 (another nice game using the same graphics engine) and F-22 Lightnight II (which used the graphics engine too) for like $30 in a package called "The Art of War" I believe. This turned me on to Novalogic (www.novalogic.com as someoen pointed out earlier I believe). That prompted me to buy Delta Force, which again used the graphics engine. DF came bundled with F-22 Raptor, which I'm not completely sure if it's the same graphics engine or not. Anyways, multiplayer on DF is really decent, the distance the terrain can get mapped too makes it really nice for long-range combat. If only it didn't lack weapons. I played F-22 Raptor multiplayer on the net a couple times too, although most of the time I was flying a parachute. The original three games, AF2, C3, F22 Lightning, I played them all over my home network (two or three people at a time depending on which computers were working :) and they were all pretty fun, C3 probably the most, because of the afore-mentioned "popping up out of canyons and blasting off a couple hellfires" or whatever. Uh, oh, anyways, Novalogic really comes out with some decent games. If I only had a newer computer... Deltaforce 2 doesn't really run well on my computer :\

  30. Re:Voxel, for those that don't know.. by Inoshiro · · Score: 2

    It's interesting to note that bilinear filtering and trilinear filtering are exactly the proper point sampling scaling techniques now implemented in all 3D cards that this fellow talks about when discussing how images should be scaled up for use on a monitor.

    Think how much better textures look in Quake 2 and 3 when they are properly sampled with their neigbours and blended for use on the walls, rather than just pixel replication (like walking up to a wall in Doom and seeing a square of some ugly, solid) colour. Although there are still other ways to make the image quality look worse (compare how the blood/smoke clouds look on a Voodoo2 or a Voodoo5 vs. the square-ish-grid-look that seems to be inside them on an nVidia chipset [at least on the NV3, NV4, and NV5 chips ]:-)).
    ---

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  31. Why Voxels (and Why Not Bezier Patches) by Naysayer · · Score: 1

    Voxels are interesting because, once you get to a certain resolution using triangles, most of them project to be about 1 pixel large (or less) on the screen anyway. The idea is that using a cloud of points, for high density images you can get equal or nearly equal image quality with less data (it theoretically takes more data, and processing time, to handle a structured triangle mesh than it does a cloud of points).

    At SIGGRAPH this year there were a number of papers about direct point rendering. (And also about lightfield rendering, which is about drawing scenes without using any geometry at all). Try digging up the proceedings if you are interested in this.

    Hardware accelerated Bezier patches are a lot like hardware accelerated Phong shading: they sound like a great idea, the "obvious next step", unless you're trying to use them to do something real. Just as Phong shading is not a particularly interesting lighting model once you reach a certain level of sophistication, Bezier patches are not very interesting shapes. Yeah, they're curvy, but they are curvy *without surface detail at a higher resolution than the curve*, which is just not very interesting.

    John Carmack had a .plan file 1.5 or 2 years ago about why he thinks Bezier patches are a bad idea and I pretty much agree with him. For the amount of data it takes you to create the shapes you want with Bezier patches, you can construct triangle meshes for the same shapes using less data and less headache.

    Jonathan Blow
    Game Research Scientist
    Bolt Action Software

  32. Re:One more thought on this... by sincubus · · Score: 1
    Actually, Quake 1's renderer did this. When a non-static polygonal object reached a certain distance from the camera, it would jump into a different renderer that just plotted the object's vertices. If a particular triangle in the model happened to be more than 3 pixels "large" at that distance (meaning there would be gaps), it would recursively subdivide the triangle, plotting the vertices along the way, until the subdivision yielded triangles 3 pixels in size. Crude, but fast.

    To stay on topic, this accelerator IMHO represents a fairly significant advance in graphics hardware (not that it's new, but that it represents an intent to bring the hardware closer to the consumer market). As good as textured/lit/AA/bumpmapped/envmapped polys look, people need to remember that they're still just approximations. Take any polygonal/curved object, and keep increasing the resolution of detail. Eventually you're going to end up with just vertices. So while those approximations are the hip and in thing now, it's important to remember that eventually they will no longer be sufficient.

    It should also be noted that when they say "voxels" they are talking about actual volume data, meaning a 3d array of samples. Delta Force/Commanche/Bladerunner/Tiberian Sun are all 2d simplifications.

    --
    Just take my word that I'm funny
  33. Re:Voxel, for those that don't know.. by undecided · · Score: 1
    "The basic unit of visual perception is NOT a 2D sinewave."

    You're right, it's not the basic unit, but there's evidence that one of the basic elements of visual perception is a 2D sine wave. The receptive fields of some neurons in the human visual cortex can be modeled using Gabor functions, which consist of a plane wave and a Gaussian function. This model is useful in describing and modeling patern perception and edge detection.

  34. really not for games, for now by g_mcbay · · Score: 1

    A lot of the posts thus far have focused on how cool (or how useless) such a thing would be for games. Though the press release doesn't specifically state it, you can count on cards using this technology to costs thousands if not tens of thousands of dollars at first. This is more for desktop medical imaging, etc than for games. Of course, as with all things, I'm sure the price will come down and it will eventually find mainstream usage...but that is likely years off.

  35. To add to the huge cry of "Comanche!"... by ph117 · · Score: 1

    ..and that this was a Novalogic game. I remember almost having a seizure when I saw this running on a 486 for the first time.

    Novalogic have recent received a new patent on their use of Voxels for rendering realtime 3d terrains (see also this patent, or here).

    IIRC, the big problem with the use of voxels in the past is that Novalogic have actively enforced their patent, which has made many games companies reluctant to use voxels in games (to represent terrain, in any case. Bladerunner used voxels to represent characters, IIRC). Hardware acceleration may be good, but I'm wondering how many games companies will take advantage of the technology. From the Yahoo article it sounds like the technology is going to be aimed at the professional marketplace anyway.

    In my own opinion, voxels are great for representing distant terrain, but they look horrible at short range (not to mention the memory requirements needed to represent a detailed scene with voxels). With today's TnL acceleration, polygon based scenery is more likely to provoke the response I had when seeing Comanche for the first time.

  36. Re:Voxel, for those that don't know.. by Stiletto · · Score: 1


    Why don't you just shut your pie hole.

    There is nothing wrong with finding and posting useful information. Isn't that the point of allowing people to post here?

  37. Re:Bezier patches by rswinford · · Score: 1

    they are i believe two different methods of providing for curved surfaces. bezier curves for instance are use in q3:a. but i think its quite meaningless to provide acceleration for them, because current geometry acceleration [geforce 1,2, mx] *i believe* does that already. hope i could help.

  38. My Attempt to Explain NURBS by Glamatron · · Score: 2

    #define GLAMATRON_IS_NOT_AN_EXPERT
    #include <grain_of_salt.h>
    /* hopefully if I got it wrong, someone will correct me */

    I believe NURBS is an acronym for Non-Uniform Reticular B-Splines. B-Spline in turn is, I think, bilinear spline. Bilinear I think means that it's got 2 dimensions in which it extends. Of course, since it's curved, it takes up 3 dimensions.. like a piece of cloth. Whereas a normal spline would be like a piece of string. Bezier curves are a form of spline. I would guess that bezier patches are the 2D extension thereof.

    Anyway, splines are a mathematical way to describe smooth curves that change direction a lot. (well, I guess you _could_ describe a hyperbola with splines, but you'd be better off just saying x = 1/y) So, when you take the spline model and extend it into 2 dimensions, you can make nifty curved surfaces like automobile bodies or rippled water or flux capacitance diagrams.. all with a relatively low number of control points.

    Of course, the process of turning a bunch of control points into a matrix of really small triangles takes quite a bit of floating point math.. so it would be way cool for it to be accelerated in hardware. What would be even cooler would be for the hardware to translate it directly into hundreds or thousands of projected pixels.

  39. Re:Voxel, for those that don't know.. by enneff · · Score: 1

    "Jon" Carmack ?

    At LEAST spell his name right. "John Carmack"

    nf

  40. I still play Comanche 3! Voxels rule :-) by No+Such+Agency · · Score: 1

    It's an older voxel-based game with polygon buildings and vehivcles. The terrain is very well shaped though it's low on detail by today's standards. I especially like the desert missions where you're sneaking through canyons and popping up to fire off a few Hellfires... This sort of terrain really worked well with voxels. And Comanche 3 runs splendidly on a Pentium 166. (Now if only they hadn't implemented bag-of-hammers stupid wingmen it would be the perfect "classic" game)

    --
    Freedom: "I won't!"
  41. Bezier/Spline by Maori · · Score: 1
    Hm, I thought that the next generation of 3d cards (e.g. the NV20) could accelerate such organic 'primitives' as they could do the necessary tesselation directly in the hardware.

    This would actually give a good performance boost as you could reduce the data on the AGP bus quite a lot ('compressed geometry')

    Esp. doesn't DirectX 8 support that kind of stuff? Even if you don't like DirectX (I also prefer OpenGL) it makes the standards...

    CU,
    Maori

  42. Re:Voxel, for those that don't know.. by NaughtyEddie · · Score: 2

    That says more about the limits of applied mathematics than it does about neurons. When your only tool is a hammer, everything looks like a nail. Corollory: when your only tool is the Fourier transform, everything looks like a sinewave.

    --

    --
    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  43. Bezeir Patches by tjackson · · Score: 1

    The good ol' NV1 from NVidia did this... it wasn't utilized at all, so the future generations of NVidia cards didn't incorperate it.

  44. Revenge of the Nurbs? Sorry, voxels more exciting. by Savant · · Score: 1

    More beneficial for games possibly, but voxels tend to be used for some rather important stuff like medical imaging. Nurbs, like polygons, only represent the surface and not the interior. If we were talking 2D instead of 3D, your claim would become that accelerated spline drawing for vector graphics would be 'more beneficial' than accelerated raster graphics. I'd disagree - to me voxel rendering is a much more radical step than accelerated Nurbs, and voxels have a host of advantages that Nurbs don't; try comparing polygon-based morphing with voxel-based morphing. Polygon-based morphing has real difficulty with topological changes such as torus / sphere morphs, which voxels handle easily, and few advantages over voxel morphing methods, while voxels seem to have a considerable edge for purposes of medical imaging, etc.

    Savant

  45. correction by Glamatron · · Score: 1

    Ok.. looks like tolldog posted some good links..
    From reading those links, it also looks like I got the R in NURBS wrong.. it's "rational" not "reticular" (wonder where I got the latter :-) )

  46. Re:abc (vauxhall) by BastardSquad · · Score: 1

    nope, chevy. (at least, nova and cavalier are chevrolet)
    "They think its sexist"

    --
    "They think its sexist"
    "Well, whats wrong with being sexy?"
  47. Or an engineer by sjbe · · Score: 1
    Anyone working in 3D CAD or 3D engineering simulation software (like me) will have an almost insatiable demand for faster 3D. Many companies are using 3D simulation software for plant layouts, offline robotic programming, human ergonomic analysis, finite element analysis, and of course CAD among 3D provides some enormous advantages for communication of concepts.

    It isn't about games for everyone. Games are great but I personally would rather see the acceleration hardware aimed at major CAD vendors (Autodesk, PTC (ProEngineer), SDRC (I*DEAS), Dassault Systemes (CATIA), UG Solutions Inc) rather than games because that would help me more. 3D graphics available today are really pretty slow compared to what I really need. (and yes we have some pretty high end hardware to work on too) Try rendering an entire plant in 3D with product in it and flying around in real time with a reasonable level of detail. (no you don't use a CAD system for this, you use dedicated VR or 3D simultion software like QUEST) The currently availlable hardware still only permits fairly crude cartoonish models. It has been quickly improving though...

    Actually what I'd really love to see any of them release their products for linux, but that's another topic... (funny thing is, most of them have unix versions already so it shouldn't be all that hard a port)

  48. 256^3? by Viking+Coder · · Score: 1

    From their web page, it renders a 256^3 space in real-time. Okay... Is that only a color sample at each point? Or does each point get a normal, a diffuse, ambient, and specular lighting component - what? Because already, a 256^3 * RGB adds up to 48 Megs - which is not too small. What more are they going to do?

    --
    Education is the silver bullet.
    1. Re:256^3? by barole · · Score: 1

      In the current card, a voxel is a scalar sample value (8 or 12 bits). Color and opacity are determined by applying a lookup table you supply. Lighting is handled by computing local gradients and using a standard CG lighting equation. You have control over diffuse, specular, emissive components, specular color and exponent, and specular color. So, a 256^3 volume takes 16meg (8bit) or 32meg (12 bit). More memory allows for larger volumes or multiple volumes.

  49. Good, but... by Gingko · · Score: 1

    switching to another modelling paradigm is not just a case of 'ooh it goes fast!'. The use of polygons is so ingrained in computer graphics today that to move to another primitive would involve a lot of effort.

    AFAIK, artist's 3d tools are geared towards polygonal based rendering. It's not a given that artists will find voxels intuitive to model with (although it may be that the raster-vector analogy stands). I'm not an artist so I don't know. But one of the challenges will be providing decent tools.

    More significantly, many of the fundemental problems in computer graphics, such as visibility and lighting, have been solved in efficient ways for polygons in particular. I'm not greatly familiar with the current state of affairs in voxel based research, but there's a lot of basic techniques that are used today in polygonal-based rendering aside from drawing filled spans that may not translate directly to a new paradigm.

    Perhaps the fact that the accelerator is a hybrid is key, since the different representations can be applied to more suitable constructions. But I think there's a way to go before voxels become mainstream, simply because they don't translate directly to polygons, and hence the class of problems associated with primitive rendering is not already solved.

    Gingko

    --
    i don't do sigs. oops.
    1. Re:Good, but... by superlame · · Score: 1

      >AFAIK, artist's 3d tools are geared towards
      >polygonal based rendering. It's not a given that
      >artists will find voxels intuitive to model with
      >(although it may be that the raster-vector
      >analogy stands). I'm not an artist so I don't
      >know. But one of the challenges will be
      >providing decent tools.

      Well, the tools render polygons, but increasingly the artists used more sophisticated tools like NURBS and implicit surfaces (implemented as things like metaballs, or metaclay). It just more efficient currently to render polygons, so the rendering programs take the surfaces and convert them to polys. But the artist doesn't need to know this, and increasingly they don't.

      First, if voxel rendering were cheaper, things like NURBS and metaballs could be just as easily converted to voxels as they are to polys (in fact probably even easier), also, doing CSGs with voxels is darn simple. I think that we could switch the main engine of a lot of programs to voxels and the artists wouldn't notice. But the artists would notice that a lot of new tools would become available because voxels make some things so easy.

      For instance, I'm working on the design of a program that lets a wacom tablet act as a knife modeling clay. Force feed back would make it a lot easier to use, not to mention having a 3d input device would be nice, but for now I have to do with what I've got. However, it should still be a lot mor intuitive than learning to use polys or NURBS.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
  50. One more thought on this... by tolldog · · Score: 2

    I was just thinking. I read a SIGGRAPH paper about adaptive voxels for real time fly-overs.
    The idea was to swap voxels for when the objects get nearer to the camera.
    A system could be used like this where voxels are used on all objects that need little detail far away and polygonal objects are swaped in when the object is near.

    Just another idea from a sleep deprived soul...

    --
    -I just work here... how am I supposed to know?
  51. games, voxels, height fields by Grumpus · · Score: 1

    When games people talk about using voxels (usually for representing landscape) aren't they really often talking about height fields and optimized height field rendering? I've always been a bit fuzzy on this.

    And what was up with "voxel-based" characters in westwood's Blade Runner game a few years back?

  52. We are using the card by barole · · Score: 2
    We are using the current card from rtviz - the VolumePro 500 - for medical applications. It's a PCI card that can fit into PC (NT), Sun, or SGI systems. It can render 256^3 volumes at about 20 fps (it can handle larger volumes with slower framerates). To put this in perspective, that is faster than a low end SGI infinite reality! Keep in mind that the card costs only $4k (maybe 4-5% of the cost of IR) and you can see why this is a boon for those who need it (medical, geophysical, etc). Furthermore, the quality is very good. It supports some things you cannot easily do on SGI hardware, like high-quality per-voxel lighting with no performance penalty.

    On the down side, there are some limitations in the current card: no perspective projection (needed for applications like virtual endoscopy) and no way to mix surfaces with volume data (needed for surgical simulation, etc). That's why this news is exciting for us medical folks. As far as the rest of you (gamers, etc), my feeling is that if you build it, they will come. When it gets to the point that voxel data and surface data are handled by the same chip on a $200 video card with 1gig of memory, the game makers will use it.

    1. Re:We are using the card by superlame · · Score: 1

      Only 256^3 volume? Yuck. I had an idea for a program that I wanted to right for voxel modeling, but it definately required more resolution than that, and I don't even have a voxel accelator on hand. Time to learn more about optimization techniques.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
    2. Re:We are using the card by varaani · · Score: 1

      Only 256^3 volume? Yuck.

      It's not that bad a resolution. The card does interpolation between the voxels too, so you're not seeing just a bunch of boxes on the screen. I don't think you'll easily notice the voxelation (sp?) of reasonably smooth objects on a 1024x768 screen as the voxels are only few pixels apart from each other.

  53. Re:One thing I need to know.... by Paradox · · Score: 1

    Actually, I was very surprised the other day when I loaded a using java3d, and saw MS's java3d implementation seems to bind into direct3d! Maybe I'm wrong and the applet was just really well designed, but there was dynamic lighting and the thing looked great, even had perspective correct texture mapping and bilinear filtering. It was the coolest thing I've seen. I'm not an MSBoy, but I had to hand it to whever made that decision.

    What we need is for someone to patch opengl into a java applet, for all platforms. Hardware acceleration for 3d web content is way too cool an idea.
    - Paradox
    Man of the C!!!

    --
    Slashdot. It's Not For Common Sense
  54. Voxel games by UnknownSoldier · · Score: 1

    Don't forgot "Outcast"

  55. Re:This is actually innovative, not just faster by Paradox · · Score: 1

    Well, voxels are great ways to model landscapes and such, but to make a voxel-based engine with the versatility and freedom of current polygon engines, and one that has similar memory requirements, is a pain. It's a big pain. And it's not even worth it, you don't stand to gain that much. In more limited (non 6dof) situations, voxels can be pretty easy to implement, though.
    This is why Commanche used them. Remember Commanche didn't have a full 6dof, and as such it made the voxel engine design easier.
    - Paradox
    Man of the C!!!

    --
    Slashdot. It's Not For Common Sense
  56. Another recent game w/voxels by Frogg · · Score: 1
    Another recent game to use voxels to (reasonably) good effect was the BladeRunner game - the scene/BGs were pre-rendered static images (each with a corresponding z-buffer), but the PC/NPC characters were all rendered into this scene in real-time using voxels.

    The voxel stuff looked a bit blocky when close-up -- but the game ran very well on a P90 32Mb with no 3d hardware!!!

    fRoGG

  57. Accelerated NURBS by PhunkySchtuff · · Score: 1

    Well, look no further than the latest offering from Sony, the PlayStation2... The GS and EE are capable of providing hardware accelerated NURBS, and are getting put to very good use in new titles...

  58. Re:Voxel, for those that don't know.. by eval · · Score: 1
    Everyone who's ever used a low-res monitor knows that a pixel really is a little square...

    This is not entirely correct. The reconstruction filter of a cheap, low-res monitor is something like a little square (with a little bit of gaussianish convolution). However, the pixel itself is a point sample of some image function.

    In any case, show me a monitor that does correct 2D reconstruction of an image from these samples. Can't? That's because it doesn't exist.

    Actually, if the original signal is bandlimited below the Nyquist frequency, then reconstruction the image with the sinc filter is guaranteed to produce the correct image. The problem is, most images are not frequency limited, and the sinc filter produces "ringing" on when used to reconstruct those images. Ringing is particulary irksome to the visual system, so even though sinc is the "perfect" reconstruction filter, it's a poor choice when dealing with images. A Gaussian is much preferrable.

    Mankind DOES NOT HAVE a model for image processing which is in any way "correct".

    I strongly disagree. 2D signal processing is a young but well-grounded field. In terms of reconstructing images from samples, it's provably correct. Theories of visual perception are still a bit sparse, but not so bad as to be called incorrect. Admittedly, we can't explain everything, but we're not totally in the dark about how the visual system works.

    Calling it the "path to the Dark Side" is just silly.

    I agree that it's a tongue-in-cheek statement, but the fact is that thinking of pixels as little squares keeps people from gainging a good understanding of image reconstruction, filtering, and antialiasing. In this sense, "knowing" that pixels are little squares is worse than not knowing anything about them at all.

  59. Re:Voxel, for those that don't know.. by eval · · Score: 1
    It's interesting to note that bilinear filtering and trilinear filtering are exactly the proper point sampling scaling techniques now implemented in all 3D cards that this fellow talks about when discussing how images should be scaled up for use on a monitor.

    I'm not sure who "this fellow" is, but I assume you mean Alvy Ray Smith. In any case, bilinear and trilinear reconstruction functions are not "proper" for all cases, especially in texture mapping. For the highest quality, you need an anisotropic filter. A good discussion of the technical issues can be found in this SIGGRAPH 1999 paper.

    Admittedly, bi/tri-linear reconstruction is much better than box-filtering (aka pixel replication). On a very skew polygon with texture, trilinear aliases (either blurs or jaggies) badly because it's an isotropic filter. Anisotropic filters handle this case, but are more expensive.

  60. Re:Voxel, for those that don't know.. by NaughtyEddie · · Score: 2
    No, this is demonstrably incorrect. And I'll tell you why.

    Consider, for instance, a non-ideal reconstruction filter on an audio channel. This distorts the output. Now you are saying that the input is still a point sample, but the output is distorted. This is totally the wrong way to view things. The output is "correct" - a priori. That's what you hear. There is no way to tell your ears that the actual physical output is somehow "wrong", and instruct your ears to hear the correctly-reconstructed version ... your ears hear what they hear.

    In which case, we have to push the interpretation back up the line, and ask the question: if this is what my signal gives me through this reconstruction filter, then what signal would give the same results through perfect reconstruction?

    And THAT is the definition of what your samples mean. Therefore, the samples are only point samples if the reconstruction filter is ideal. We like reconstruction filters to be close to ideal, PURELY so we can use the point sample model, because it's much easier than any other sampling model.

    This is a somewhat moot point in audio theory, since you can get arbitrarily close to perfect reconstruction; however in image processing the reconstruction filters are nowhere NEAR ideal. Therefore, it is necessary to reinterpret your number sequence as something other than point samples. Unfortunately, this doesn't fit into image processing's usage of 18th-century mathematics, so it's not even ACKNOWLEDGED by teachers of the subject - of course; when you're teaching Newtonian Dynamics you don't waste time explaining that all of it is actually incorrect.

    As to the idea that an image can be "bandlimited" - I reject that idea as plain nonsense. It works mathematically, but gives (as you say) visually impaired results in practice. Images just aren't made from frequencies in the same way that sound is. They just aren't.

    So, 2D signal processing is a field well-grounded in irrelevant mathematics that doesn't work in pratice. In terms of reconstructing images from samples, it's NOT provably correct, unless you take on board this ridiculous and counter-intuitive idea that images can somehow be "bandlimited". They can't!

    I'm not saying that 2D image processing isn't a useful field. It clearly is; using 2D image processing ideas you can do high-quality work. BUT it is totally incorrect to try and force this MODEL from image processing down people's throats, when the MODEL is demonstrably not reality.

    Or, as Stroustrup puts it in "Design and Evolution of C++": If the map and the terrain differ, trust the terrain.

    --

    --
    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  61. Re:Voxel, for those that don't know.. by Inoshiro · · Score: 2

    I meant proper as in "better than how Doom scaled up pixels," rather than "proper for best possible image quality."

    You are right. I still think it's an alright tradeoff at this point, at least until anistropic filtering gets implemented in hardware :-)
    ---

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  62. What the hell is a voxel??? by AFCArchvile · · Score: 1

    I've heard of pixels and texels, but voxels? Give me a break, 3dlabs! This is the same company that created glint, a long-forgotten proprietary dialect of OpenGL (sort of like GLide)

    --
    "Ancillary does not mean you get to rule the world." --U.S. Circuit Judge Harry Edwards, speaking to the FCC's lawyer
    1. Re:What the hell is a voxel??? by Gingko · · Score: 1

      Not 3dlabs fault. I can't remember who originally coined the term, but it's been around for a while. A voxel is a volume pixel (pixel = picture element), and thus has width, height and depth. They were used in Command & Conquer: Tiberian Sun (although I don't know whether they were preprocessed down to sprites).

      The nomenclature is sound.

      Gingko

      --
      i don't do sigs. oops.
  63. Re:What's an accelerated bezier patch ? by AFCArchvile · · Score: 1

    ok, back to the original point of this one: WHAT THE HELL IS AN ACCELERATED BEZIER PATCH?!?!?!?!

    --
    "Ancillary does not mean you get to rule the world." --U.S. Circuit Judge Harry Edwards, speaking to the FCC's lawyer
  64. This is actually innovative, not just faster by not_cub · · Score: 1
    I am particularly interested to see what games companies can do with this (mainly because I do not need to visualize the inside of people's skulls).

    Novalogic combined voxels and polygon graphics in Delta Force and Delta Force 2, and the result was impressive, but obviously limited by processing power. Delta Force was smooth in motion, but the detail on the unaccelerated voxels made the landscape look coarse, especially close up. Delta Force 2 tried to be more detailed, but was jerky. It is easy to see, by taking a look at these games, that if the technology is developed, landscapes will look a lot better.

    I for one am looking forward to this innovation a lot more than the next paints-3-times-more-polygons board.

    --
    q='echo "q=$s$q$s;s=$b$s;b=$b$b;$q"';s=\';b=\\;echo "q=$s$q$s;s=$b$s;b=$b$b;$q"
  65. Re:Bezier Patches are excelerated by Paradox · · Score: 1

    It tessalates them for you, doof. Those aren't openGL calls you are making, they are calls to the GLU which reduces them to polygons for the machine to render.

    This isn't acceleration. When cards can be FED a set of NURBS knots and control points, and do it all itself, then it's accelerated.

    Look! My card draws quake models in an accelerated fashion. I call myGGLURenderModel() on a string "Ranger" and it draws the ranger model to screen! No. It's not. This Isn't Acceleration.

    Massive DUH! on your part. Read what the damn calls do.
    - Paradox
    Man of the C!!!

    --
    Slashdot. It's Not For Common Sense
  66. So, it's named... by CrazyJoel · · Score: 2

    Vogon Accelerator.

    --

    Such is the infinite Grace of Popeye.
  67. c2 by Glamatron · · Score: 1

    maybe I got the B in B-spline wrong too.

  68. Outcast by bartok · · Score: 3

    Outcast (http://www.outcast-thegame.com/) was released last year and it's based on a voxel engine. It's the best adventure game I ever player and if you can stand a little pixelation, it's graphics look like what Quake 6 will probably look...

  69. Voxels are a bad technology by Fervent · · Score: 1
    I've never seen a voxel game that makes good use of the technology, let alone looked any good. Even with the acceleration, the graphics are going to be pixelly and blockly.

    What I wouldn't mind seeing is an emotion-engine enabled graphics card strapped to a high-end PIII or Athlon, but I'm a dreamer.

    --

    - I don't care if they globalize against free speech. All my best free thoughts are done in my head.

  70. Re:abc by deefer · · Score: 2
    Further evidence that the moderators have been smoking crack... Again
    What is it lately? Are the drug cartels offloading a whole load of cheap crack at the minute?


    Strong data typing is for those with weak minds.

    --

    Strong data typing is for those with weak minds.

  71. voxels and memory by dms0 · · Score: 1
    isnt the main barrier to voxel acceleration memory?

    a single cube can take up as little as
    72 bytes (48 bytes for all verticies + 24 bytes
    for surface descriptions).

    a single solid 10 x 10 voxel cube with no
    compression would take 200 bytes

    a single solid 100 x 100 voxel cube with no
    compression would take 20000 bytes

    okay.. so the figures arent entirely accurate,
    but they demonstrate the point, which is
    that while its a good technology for
    providing internal details of an object, its
    still heavily bloted when your only going to
    ever need say 10% of the data stored.

    but hey, the more tools the better, the trick
    will be in being able to combine the two
    seamlessly and quickly...

    dms0

    --
    You should feel guilty if your just watching - ATR
  72. Re:abc (vauxhall) by linuxci · · Score: 1

    I think people will only get that joke in the UK :) As it's opel in the rest of europe and GM (I think) in the US.

  73. What's an accelerated bezier patch ? by Salsaman · · Score: 5

    Is it something that helps you give up smoking quicker ?

    1. Re:What's an accelerated bezier patch ? by superlame · · Score: 3

      An accelerated bezier patch just means that the hardware can draw bezier patches rather than just polygons. Currently, if you want bezier pathes (like the curved surfaces in Quake 3) you have to tesselate the patch into a set of polygons before the accelerator card can rendering it. The tesselation takes a lot of CPU power, so having a video card do it would be a great speed improvement. It would mean that the animated characters in games don't have to keep being so blocky.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
  74. Voxel, for those that don't know.. by molo · · Score: 3


    > dict voxel
    1 definition found

    From The Free On-line Dictionary of Computing (15Feb98) [foldoc]:

    voxel

    <jargon> (By analogy with "{pixel}") Volume element.

    The smallest distinguishable box-shaped part of a
    three-dimensional space. A particular voxel will be
    identified by the x, y and z coordinates of one of its eight
    corners, or perhaps its centre. The term is used in three
    dimensional modelling.

    (10 Mar 1995)

    --
    Using your sig line to advertise for friends is lame.
    1. Re:Voxel, for those that don't know.. by enneff · · Score: 1

      Retard.

      He changed it afterwards.


      nf

    2. Re:Voxel, for those that don't know.. by kwerkey · · Score: 1

      I thought that was a texel? I guess I'm just thinking of polys

    3. Re:Voxel, for those that don't know.. by molo · · Score: 1

      Someone correct me if I'm wrong.. but I think a texel is a pixel of a texture (mapped onto a surface/polygons/etc).

      --
      Using your sig line to advertise for friends is lame.
    4. Re:Voxel, for those that don't know.. by Vassily+Overveight · · Score: 1

      What werer you using to obtain this definition? Looks like a useful tool.

      --

      "If I have seen further than other men, it is by stepping on their glasses." - Michael Swaine

    5. Re:Voxel, for those that don't know.. by bdavenport · · Score: 1

      From The Free On-line Dictionary of Computing

      hmmmm - looks like a source to me. did you try finding this? it took me 2 secs.

      little FYI.

      --
      /* Half alive and half dead too, work is for suckers and the sucker is you. - "Half-life" by Local H*/
  75. The Bitboys card by Anonymous Coward · · Score: 1

    I wonder when the dudes at Bitboys can get their card on the market and how it will compare with the existing cards...

  76. Spline based rendering by grahamsz · · Score: 3

    I'm not sure here but i'm fairly suspicious that the original nv1 graphics processor (found on the diamond edge 3d series) rendered splines instead of polygons. I had one about 5 years ago and for the 2 games that were actually written for it it was quite impressive.

    From what I recall they went back to polygons because they were easier and you could create a better impression just using a lot of poly's.

    1. Re:Spline based rendering by superlame · · Score: 1

      I could be wrong, but I think the NV1 rendered quads instead of triangles. Not splines. Quads are often more difficult to work with, but often you only need half as many. The Saturn worked with quads also, so the NV1 was popular for Saturn ports.

      --
      -- Superlame http://catpro.dragonfire.net/joshua/
  77. Offtopic: cars by Glamatron · · Score: 1

    Isn't the Chevy Nova a remarked Toyota Tercel? I wonder if they have trouble marketing it in South America and other Spanish-speaking places where "no va" == "no go"

    1. Re:Offtopic: cars by Th3+D0t · · Score: 2

      Chevy Nova was discontinued in 1987. From 85-88 it was a rebadged Toyota Corolla, not Tercel. In 88 the Geo line came out, they made the Corolla into the Geo Prizm. Then they dumped the Geo name (wonder why), and no longer sell rebadged Corollas, and the Geo Tracker, Metro -> Chevy Tracker, Metro. Long before that the Nova was a bigass car.
      ---

      --
      I am the dot in slashdot.org
  78. Not true, and rather shortsighted. by Paradox · · Score: 1

    You know, we'll never hit a "don't-care-faster" point with 3d cards. There is no "good enough" speed because you ALWAYS want more polygons to work with. Look at the huge lengths people go to to approximate real per-pixel-lighting (as opposed to polygonal vertex based lighting that most people use today) and extreme surface detail in real time. Bump mapping, elevation maps, texture maps. All of these are there to simulate detail that isn't there. We have a very long way to go.

    However, lets say someone makes a card that just pushes a huge amount of polys.. so much your computer can't drive the card fast enough. Whew. Great. But now there is the whole world of realtime raytracing to work with! Someday, we want to move out of fake lighting models and drawing polygons to realtime recursive raytracing, and dare I dream it, radiosity to solve the global illumination problem! Imagine.. assuming your textures are colors are photorealistc, your image will be too. Taaaddaaa.

    So the reason this stuff is so important is because it's for legwork. Besides, lots of companies are trying to make massive multiuser shared environments. In 3d. Good 3d. Like what high end Nvidia and ATI cards (GeForce2, Quatro2 and Raedon) can support. That, my friend, is something right of out Snow Crash, and quite frankly I think it would kick ass. I'm looking forward to seeing this hardware become faster and faster.

    'sides, the simulation people will scream "How can we get any work done if we can't SEE!". All this 3d hardware isn't applied to just games. I'm working at a company that is spending tons of money on SGI's and x86 machines with excellent video cards because they do VERY complex engineering modeling and they want to be able to see it! GeForce2's and Quatro2's being put to a very serious use. So don't laugh off this industry because you aren't a gamer. This is the future of interface design here. Try and keep up with it.
    - Paradox
    Man of the C!!!

    --
    Slashdot. It's Not For Common Sense
  79. It's not really voxels by Tough+Love · · Score: 2

    They're actually "surfaces of elevation". But Novalogic, starting with their ground breaking Comanche game, abused the terminology, and called their clever rendering method for surfaces of elevation "Voxel Space[tm]". (They tried to patent it too.) The terminology stuck.

    Whatever. In 5 years surfaces of elevation will rule the 3D game world. Call them what you want to.
    --

    --
    When all you have is a hammer, every problem starts to look like a thumb.
    1. Re:It's not really voxels by piku · · Score: 1

      Well either way it looks really nice in Delta Force 2 :)

      Voxels have a cool way of rendering... it sorta looks like a painting almost from a distance. Its kinda blocky in software though - hardware rendering is really really needed.

    2. Re:It's not really voxels by Tough+Love · · Score: 1

      Actually, before I get flamed, let me add... *the stuff they're talking about here* seems to be real voxel rendering. (Marching cubes algorithm, etc.) What is commonly called voxel rendering is *not*. But it's that misnamed technology that's going to take over the world.
      --

      --
      When all you have is a hammer, every problem starts to look like a thumb.
  80. Don't mind that. by Th3+D0t · · Score: 1

    It's just a very clever troll, the accelerator is on the right everywhere.
    ---

    --
    I am the dot in slashdot.org
  81. Not a flame, but... by AstynaxX · · Score: 3

    It's been said before, quite often, that /. isn't just for group X. You don't game, fine, that's your choice, live long and prosper, etc. etc. But many of us on /., myself included, enjoy a good fragfest every so often, or like a detailed flight sim, etc. etc. So stuff like this is interesting to us. Also, having seen 3D surgical applications in action here at my University, a card with the capabilities they describe could be very useful to the medical and scientific communities. So, really, its gaming, rendering, training, experimenting, simulating, teaching, etc. Not for Joe Average maybe, but far from pointless.

    -={(Astynax)}=-

    --
    -={(Astynax)}=-
    "Darkness beyond Twilight"
  82. One thing I need to know.... by linuxci · · Score: 1

    who's gonna write the first mozilla based application that takes advantage of this :-)
    (now someone is gonna read this and write an article saying that mozilla is spending too much time on voxels and not enough on writing a web browser!)

    As I'm not a graphics programmer the significance of this has went over my head but I'm sure all these gamers out there will be able to benefit from this. The more accelerated hardware for doing things like this has to be a good idea as software rendering is very CPU intensive.

    1. Re:One thing I need to know.... by JonK · · Score: 1

      Read up about Project Chrome, Microsoft's (ditched) followup to DirectX, and see WildTangent's web site for examples in action: it's dependent on IE4 or better and DirectX, so Nutscrape users, Mac users and those individuals running IE on Solaris or HP-UX are out, but it's certainly an interesting idea. There's more on it in Renegades Of Empire (haven't got the ISBN here, I'm sure you'll find it at your bookstore of choice).
      --
      Cheers

      --
      Cheers

      Jon
  83. Bezier patches by tolldog · · Score: 2

    Hmmm... takes me back to my Senior year in Surfaces and Modeling.
    I think that accelerated Nurbs would be more benificial. At least nurbs are the choice of Maya... I can't remember what the other packages like.
    But... accelerated Bezier patches is a step towards faster nurbs.

    --
    -I just work here... how am I supposed to know?
  84. Re:Pointless unless you're gaming by Rozzin · · Score: 2

    3-D-accelerators do not accelerate high-quality rendering, where ray-tracing and radisiosity and such are used.

    They're great for when you're modelling, so you can get a quick preview and get a decent idea of how highlights and textures are going to look, but, for the final render, they're not very useful.

    --
    -rozzin.
  85. Dont forget... by goodlogin · · Score: 1

    Really pisses me off when people forget that the ACCLERATOR is on the RIGHT.

  86. Re:Hardware support of high-order surfaces by superlame · · Score: 1

    You know, when I read that article, it got me started wondering if I would be able to use the xbox's particle system to emulate voxels.

    --
    -- Superlame http://catpro.dragonfire.net/joshua/
  87. meshes, patches, and subdivisions by Rozzin · · Score: 1

    With a polygon (or other surface type) based model you still get a smooth image.

    That's actually not quite right; polygon meshes begin to look very faceted if your model isn't composed of small-enough polygons, or if you get close enough. One polygon is smooth, but a whole bunch of them, put together at the edges, is not smooth. The problem with polygon meshes is largely `solved' by doing surface-normal-perturbations and such, so that, for the mesh surfaces that are more perpendicular to the viewer's line of sight, everything looks smooth. This doesn't help the edges, though.

    Splines guarantee smooth surfaces of any form at any resolution, but the equations become increasingly complex as the numbers of of control points increase (the orders of the functions go up). To get around this, you can break a surface up into a number of patches, and keep each patch relatively simple (16 points, and a quadratic function, for example).

    It can be tough to work with things like Beziers, though, because increasing complexity in one area of the surface can lead to increased complexity in some other, `completely unrealted', area. Of course, Beziers are also more expensive to calculate than triangles....

    Subdivision surfaces are nice--you basically create a triangle mesh and then smooth out all of the corners (really smooth them, not just play with the way that light reflects off of them). Subdivision surfaces give you the ease of use of polygon meshes, and the high quality of spline patches.

    Hm. I guess that I'd like to see subdivision accelerators:)

    --
    -rozzin.