Gaming Beauty Is Only Pixel Deep
Thanks to NTSC-uk for its feature discussing what the new pixel and vertex shaders mean to this generation of videogames. The piece laments: "Looking back at the past few years, games have looked incredibly similar. And this is the main reason why: they all used the same tools", before going on to explain: "The hardware previously contained logic circuits to simply perform the operations needed by Gouraud and Flat shading, but now the fully Programmable Pipeline has introduced a whole new world of graphical effects for us all, limited only by the programmers' time and creativity", referencing "the water effects used in Super Mario Sunshine, cel shading effects used in Zelda, or the rippling water effects on Dead or Alive 3."
The Gamecube doesn't have a programmable function pipleline for graphics effects - it has a very robust fixed function pipeline. The effects the author emphasizes in those three Gamecube Games were more than likely done on the CPU and not with a programmable GPU. While that doesn't diminish the look or technical achievement of those games it does throw water on the author's assertion that games all looked alike before GPUs because all fixed function pipelines give the same look to their output.
It wont mean the games will play better, feel better and act better. it wont make games any more interesting no matter how manytimes they rewrite that same story line.... We need games that explore new ideas, not better graphics. Hell im still playing wc3!
- http://www.milkme.co.uk
Games aren't going to use the standard fixed-function pipeline any more- they're all going to use the same shader programs. There's only one "best" way to implement character model normal mapping, and that's polybump, which virtually everyone is using for upcoming games. There are only 2 ways to do shadows, shadow buffers or stenciling, and both of those are very common. The only exceptions are going to be games making really unusual style choices like Jet Set Radio Future. What's really going to differentiate games in the future is going to have to be something other than graphics and physics, as those fields tend to converge onto a single "one true implementation" as they evolve (for graphics it's photorealism, for physics it's something like Havok which is available for anyone to just drop into their games).
Picking three examples that use 2 simplistic effects doesn't do justice to the breadth of graphical wizardry that has come about and been *enhanced* because of a programmable pipeline. Note the word "enhanced"-all of those effects were achievable on a CPU. It just wouldn't be good for game performance to do them that way.
I stand by all my points; though I'll only address the mathematical point:
The proof you indicated is a proof of triangulation. Triangulation only applies to closed 2D polygons. We're dealing with 3-space polygons who's cartesian projection does not always form a polygon or set of polygons. Subsequently the statement inquestion is indeed false.
On the subject of triangulation, there are many finite polygons who's triangulation requires an infinite number of triangles to construct. Subsequently, realtime 3D polygon based applications restrict what polygons can be presented and often incorporate failure cases.
The point is that treatments of mathematical subjects, including computer graphics and the article in question, should be presented with at least a minimal degree of rigor. I wouldn't expect proofs, but I do expect at least accurate and fairly precise statements.