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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*

51 of 153 comments (clear)

  1. 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.

  2. Re:Wordenstein 3-D by jheinen · · Score: 2

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

    -Vercingetorix

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    -Vercingetorix
    "Necessitas non habet legem." -St. Augustine
  3. 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?

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  4. 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.

      --
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    2. 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!

    3. 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.
    4. 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.
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  5. Wordenstein 3-D by Mike+Schiraldi · · Score: 3

    Pointless unless you're gaming or rendering...

    On the contrary, i use voxels for word processing.
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  6. 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...

  7. 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.

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    - Michael T. Babcock (Yes, I blog)
    1. 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!

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      - Michael T. Babcock (Yes, I blog)
  8. 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

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    1. 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?)!

    2. 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.

    3. 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
    4. 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
    5. 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.

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    6. 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

  9. 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...

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    1. 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

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      Thad

    2. 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.

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    3. 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.

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    4. 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

    5. 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.

  10. 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!

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    Obviousness is always the enemy of correctness. -- Bertrand Russell
  11. 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.

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  12. 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.

    --
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    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.

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      --
      It's a .88 magnum -- it goes through schools.
      -- Danny Vermin
    2. 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.

  13. 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.

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    -I just work here... how am I supposed to know?
  14. 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 ]:-)).
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  15. 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.

  16. 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.

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    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  17. 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.

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  18. 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...

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    -I just work here... how am I supposed to know?
  19. 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.

  20. 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.

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    It's a .88 magnum -- it goes through schools.
    -- Danny Vermin
  21. 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 :-)
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  22. So, it's named... by CrazyJoel · · Score: 2

    Vogon Accelerator.

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    Such is the infinite Grace of Popeye.
  23. 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...

  24. 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.

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  25. 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.

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      -- Superlame http://catpro.dragonfire.net/joshua/
  26. 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)

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    Using your sig line to advertise for friends is lame.
  27. 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.

  28. 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.
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    I am the dot in slashdot.org
  29. 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.
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    When all you have is a hammer, every problem starts to look like a thumb.
  30. 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)}=-

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    -={(Astynax)}=-
    "Darkness beyond Twilight"
  31. 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.

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    -I just work here... how am I supposed to know?
  32. 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.

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    -rozzin.