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Creating 3D Environments Without Polygons

Igor Hardy writes "I've conducted an interesting interview concerning a new episodic indie adventure game series called Casebook. What's quite uncommon, especially for these kinds of independently developed and published productions, is that they include professionally created FMV — all of the footage is filmed in real locations. Yet what's even more interesting is that the games use an innovative photographic technology which recreates a fully explorable 3D environment through the use of millions of photos instead of building from polygons. The specifics of how it works are explained by Sam Clarkson, the creative director of the series."

74 comments

  1. Is it any better? by jamesmcm · · Score: 1

    It's an interesting approach but it reminds me too much of the old adventure games, I suppose it could work out all right if they make it fit in smoothly.

    It'll be interesting to see what effect it has on performance though.

    1. Re:Is it any better? by Anonymous Coward · · Score: 0

      Screenshots: http://www.bigfishgames.com/download-games/4301/casebook/index.html

    2. Re:Is it any better? by blahplusplus · · Score: 5, Insightful

      Real life graphics are over-rated, almost all games bend the rules of reality significantly. The fact is even in the movies, the 'photorealistic' images we are seeing have been usually doctored to high hell. Almost everything one see's in a movie is made to be look ideal or if not ideal a certain unrealistic way that looks visually nice.

      I think his point about 'not being able to connect with' polygon characters to be a overstatement, a good case study is Prince of persia: the sands of time.

      The characterization in that game and banter back and forth was excellent. There's more to developing interest in a character beyond mere appearances and fancy animations people get the gist of things. I know I was disappointed to what they did to the series and it's characters after the first game, with the whole injection of the "badass prince" persona with it's sequels the warrior within and the two thrones. The game veered well away from the original princes personality in significant ways.

    3. Re:Is it any better? by Anonymous Coward · · Score: 0

      what's the website number?

    4. Re:Is it any better? by Tybalt_Capulet · · Score: 1

      Isn't Prince of Persia Sands of Time in itself a sequel?

      --
      Has the old saint in his forest not yet heard of it? That God is dead?
    5. Re:Is it any better? by hedwards · · Score: 0

      Real life graphics are not photorealistic. Photography does not now nor will it ever be capable of delivering a scene as a person sees it. By projecting the 3d image onto a flat page you've distorted the hell out of it.

      The control of the aperture, focal length, focus and exposure are where the photo gets its meaning from. Coincidentally, all of those are necessary in order to get any image at all onto film.

      If you can suggest a way of doing this without distorting it greatly, you're probably eligible for a Nobel in Mathematics or Physics.

    6. Re:Is it any better? by Bored+Grammar+Nazi · · Score: 0

      ...everything one see's in a movie...

      "sees"

      ...did to the series and it's characters...
      ...persona with it's sequels...

      "its"

    7. Re:Is it any better? by blahplusplus · · Score: 2, Informative

      Nope. It's not part of the same series. The way the Prince of persia franchise has functioned is more like an isolated series of different worlds based on the core general ideas.

      The sands of time is the first installment in what we might call the "Sands of time" trilogy, where the 2nd and 3rd games (warrior within + two thrones) were the same world referring to the same storyline.

      Here's a wiki entry (in case you're interested)

      http://en.wikipedia.org/wiki/Prince_of_Persia

      The way the Prince of persia franchise has functioned is the games that bear the Prince of persia name, are usually different games more along the lines of reimagining the series in alternative world/universe.

      Prince of Persia "2008" (as many call it to differentiate it from the original), is another re-imagining of Prince of persia - new universe, cast of characters, and storyline.

    8. Re:Is it any better? by Jekler · · Score: 2, Interesting

      As a counterpoint, everything we see in movies is altered to make things appear more real, not necessarily ideal. Video of real moments tend to look unrealistic because the camera lens doesn't capture contextual clues that you would get if you were really in the moment. The way we setup a movie set is an attempt to compensate for the disconnection of watching a series of events happen in a scenario you can't touch, smell, or taste, and your field of vision is restricted to about 90 degrees. You can't turn your head to take in the subtle details of the surroundings.

    9. Re:Is it any better? by Anonymous Coward · · Score: 0

      If you can suggest a way of doing this without distorting it greatly, you're probably eligible for a Nobel in Mathematics or Physics.

      There's no Nobel prize in Mathematics.

    10. Re:Is it any better? by Anonymous Coward · · Score: 0

      but you'd still get one if you solved this problem. ain't that just GREAT???

    11. Re:Is it any better? by GrpA · · Score: 1

      I've seen this done differently.

      An image created as millions of radials. The image itself was on the computer but it was optically captured.

      Also, the distance from the origin to each point was captured, so each pixel had a distance from the origin, a vector and a color.

      The result was a 3-D image that could appear exactly as someone would view it. You could even adjust for optical properties of photographic equipment (including our eyes).

      I suppose you could even project it back onto a curved surface if you wanted to.

      The only thing it lacked was resolution, but the results were pretty good. It was being developed at a local University about 10 years ago.

      I suppose the credit is due to the guys who did it, but since your criteria for the Nobel prize is only suggesting it, I guess I qualify. Please send me your prestigious award! :)

      David

      --
      Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
  2. So then by gcnaddict · · Score: 1

    It's just photosynth but with an effort applied at hiding the individual photos all while turning it into a game?

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    Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
    1. Re:So then by Berkyjay · · Score: 1

      It's just photosynth but with an effort applied at hiding the individual photos all while turning it into a game?

      Yeah, it's not even 3D. It's all 2D and it uses smoke and mirrors to give the player the illusion of a real life 3D world. I watched some game play video and the player really only has about 120 degrees of movement in the camera. So just to make things clear, this isn't a game with a 3D environment. So lets drop the whole "Creating 3D environments without Polygons". Well I guess you could use Nurbs....if you wanted.

    2. Re:So then by Igor+Hardy · · Score: 1

      Erm, isn't "the illusion of a real life 3D world" what all 3D graphics is about? Anyway, I don't know what videos have you watched, but this IS a game with full 3D environment, which is explorable the same way as locations done in traditional 3D. Sure, the technology has lots of limitations, the biggest in my opinion is not being able to register things in motion (they have to be done the traditional way), but I find its possibilities very interesting nevertheless.

  3. You mean... by TheSHAD0W · · Score: 1, Informative

    Something like this?

    That's so eighties...

    1. Re:You mean... by Turiko · · Score: 2, Informative

      why did you just link to a site containing a worm?

    2. Re:You mean... by CmdrSammo · · Score: 1

      Don't go clicking that bad boy, GNAA Goatse + pr0n + crazy javascript bomb. Nothing like browsing with noscript disabled...er...

    3. Re:You mean... by Anonymous Coward · · Score: 0

      this doesn't infect anything, does it? I clicked it not knowing what it was, before any warning comments. Do something bad to GP.

    4. Re:You mean... by CmdrSammo · · Score: 5, Funny

      It infects your mind with vivid images of the interior of goatse man's anus. Apart from that not sure, as long as it doesn't affect Firefox+Ubuntu I'll be fi

    5. Re:You mean... by 4D6963 · · Score: 1

      Damnit, I actually had to pull the plug, the ethernet one then the power one.. how can Firefox by default let all that shit happen just by visiting a webpage?

      Oh and the "shock" image is a guy sodomising his own self. Never saw that before, I always suspected it could probably be done, but never saw it..

      --
      You just got troll'd!
    6. Re:You mean... by Anonymous Coward · · Score: 0

      Does anyone have any actual information as to whether the site was actually harmful (shock images excluded...).
      I was one the unfortunate few that clicked on the links before the warnings were posted. I couldn't actually close firefox because the window was jumping around so violently, but xkill stopped it in its tracks.
      Does anyone know if the site actually did anything?

    7. Re:You mean... by Anonymous Coward · · Score: 0

      You mean MSDNAA?

    8. Re:You mean... by RiotingPacifist · · Score: 1

      just disable the moving of the window in firefox's js settings the rest could be used by legit sites regularly.

      --
      IranAir Flight 655 never forget!
    9. Re:You mean... by 4D6963 · · Score: 1

      Yes, opened a bunch of tabs, like 40 Outlook and Thunderbird compose mail windows with spam messages in them, videos (that wouldn't open) in VLC, a crapload of telnet windows, that kind of crap..

      --
      You just got troll'd!
    10. Re:You mean... by 4D6963 · · Score: 1

      Wow actually it even added Gayniggers from Outer Space to my eMule downloads..

      --
      You just got troll'd!
    11. Re:You mean... by Anonymous Coward · · Score: 1, Informative

      Here's the page source if anyone's interested.
      http://pastebin.com/m2a02a25
      I didn't get any of that happen, but I can see from the source that it was trying to. I just hope the telnet stuff didn't run in the background or anything like that. I didn't even realise I had it installed, but it's purged now.

    12. Re:You mean... by Scoth · · Score: 2, Interesting

      I'm kind of amused at how well commented it is, all things considered. It's like they actually wanted it to be readable or something.

    13. Re:You mean... by el3mentary · · Score: 1

      That is some of the nastiest code I have seen in a long time....

      --
      I reject your reality and substitute my own.
    14. Re:You mean... by MisterBlueSky · · Score: 1

      I clicked using Opera. Then simply closed the tab. Nothing like browsing with opera and javascript enabled...

      </opera fanboyism>

    15. Re:You mean... by nog_lorp · · Score: 2, Funny

      Apparently it signals the snipers as to your loca

    16. Re:You mean... by Anonymous Coward · · Score: 0

      That's just because they are good programmers.
      I thought everybody knew this?

      Then again, everybody seems to be going absolutely nuts over it as if they haven't seen it before...

  4. .DO NOT CLICK PARENT LINK by a+whoabot · · Score: 4, Informative

    Do not click parent link, it is a shock site.

    1. Re:.DO NOT CLICK PARENT LINK by TheSHAD0W · · Score: 0, Redundant

      Whoa!

      Someone must've changed the Wikipedia page to a shock site after I linked it!

      Then someone else must've reverted the change before I got to look at it again!

      Beware folks. Wikipedia is DANGEROUS!

      @__@

    2. Re:.DO NOT CLICK PARENT LINK by nedlohs · · Score: 1

      Or you could try noticing that it isn't a reply to your comment...

  5. Copyright? by Anonymous Coward · · Score: 0

    From the article:

    For example, if you take any number of objects from the children's bedroom set in Episode I; say the rocking horse, that alone would take a 3D artist days to model and texture to that level of detail, where as we can just walk into an antique shop and rent a real one.

    So he's basically saving money by copying other people's work without licencing it?

    1. Re:Copyright? by Animaether · · Score: 1

      Odds are that if it's antique, it'll fall well outside of copyright legislation (even at 75 years or 95 years, if taking 'antique' as 100+ years old; wiki says 50-100 but I find it difficult to suggest something my dad might have gotten for his birthday as a kid would be considered 'antique'.. old, yes - antique, no. My grandmother (104), on the other hand..)

    2. Re:Copyright? by cgenman · · Score: 1

      Unless it is specifically "art" or "media," generally for physical objects in film purposes you have to worry about trademark questions rather than copyright. You don't think that everything on television is made from scratch, do you?

  6. No, it's more like linked QuickTime VRs by Animaether · · Score: 5, Insightful

    Except that you get a smooth transition from one VR to the other.

    A QuickTime VR - for those who have been living under a rock or just don't care - is a small file with a graphical representation of, typically, the whole environment. So 360 degrees around and 180 degrees up/down. Within a QuickTime VR viewer you can then look in any direction of that environment, zoom in/out, etc.

    In some QuickTime VRs (and much better in older PanoTools-based panoramas, or even SmoothMove/etc.), you can click on a hotlink and it would take you to another QuickTime VR taken from that position/area (e.g. click on a door and you would get a VR of the next room).

    This is much the same technology as far as that goes, except that instead of clicking (presumably), you move around using whatever you'd use to move around with typically.. such as the keyboard.

    The nice part is where they blend smoothly between the panoramas. Sure, they have to take a LOT of them to begin with (hence the camera rig off a grid in the ceiling, probably something like 1 pano every 10 inches or whatever; from the looks of it only in a 2D plane, but 3D should be doable), but even with that you need some nice motion estimation to blend between the two panos as depicted on the screen.

    However, there are limitations that they point out...
    1. they can't blend in live actors -while- you move. That's an organisational limitation - you'd have to make the actor re-do their steps for every single pano vantage point. Ouch. You could mount a whole grid of cameras, but that's gonna be insanely expensive (not just in material costs but rigging that up for each room as well). Probably their best bet is to 3D digitize the actor and blend that into their panos using standard 3D compositing software.
    2. they're limited to a 2D plane at the moment. As I mentioned, this could be made 3D - just means it will take a LOT more time to create
    3. they're limited by storage media; granted, they're talking about their hope for a DVD release, so I guess they're stuck on CD, but even DVD or Blu-Ray would be filled up quickly if it was a more involved game than what it currently looks like.

    1. Re:No, it's more like linked QuickTime VRs by BikeHelmet · · Score: 2, Interesting

      http://www.gametrailers.com/player/usermovies/178177.html

      Looks like they've done an okay job on the smooth transitions part.

      If only they had scheduled release for a date other than April 1st!

      http://www.youtube.com/watch?v=xF4zYu1nOMw

      It also appears they're doing some very fancy processing to allow limited alternate viewing angles on scenes with actors. I imagine if they allow the angles to differ from the source by too much, it'd look distorted.

      The youtube vid seems to go over a bunch of the "mini-games" you do while investigating. While the FMV certainly does WOW me, watching that brought me back to reality, that this is a game/point-n-click adventure.

    2. Re:No, it's more like linked QuickTime VRs by blincoln · · Score: 2, Interesting

      It also appears they're doing some very fancy processing to allow limited alternate viewing angles on scenes with actors. I imagine if they allow the angles to differ from the source by too much, it'd look distorted.

      They probably filmed the live-action sequences with the same extreme fisheye lens(es) that they used for the static crime-scene filming. So you would be able to "look around" a bit, but not change the position of the camera, or look rotate the POV too far in any one direction.

      That sort of thing has been done with still photos for quite awhile. It's basically QuickTime VR, although I saw the same thing back in the dialup BBS era called "photo bubbles".

      I'm not really sure how they managed to get a patent on this, given the amount of similar work done previously. It is an interesting technique, though, even if it's only useful (in its current form at least) for a very specific type of game.

      I wonder how effectively it could be combined with computer vision software. I would think it would give a much more accurate 3D map of the area given the extensive source material to work from.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    3. Re:No, it's more like linked QuickTime VRs by Anonymous Coward · · Score: 0

      you can map all the panoramas to a basis function. Just like light fields from stanford 1996. They will compress pretty well due to adjacent images being very similar. Also you can decode the basis function with vertex/pixel shaders.

  7. Buzzwords by MostAwesomeDude · · Score: 2, Insightful

    This actually sounds like they are generating polygon-composed scenes from photographs. Cool, yes, but not actually without the traditional rendering method.

    Of course, yes, it's possible to do this entirely with photos and without any kind of 3D rendering at all, but in that case, can it be accelerated? Will it move at a decent speed?

    --
    ~ C.
    1. Re:Buzzwords by Anonymous Coward · · Score: 2, Informative

      This is called photogrammetry, and was used to create CG environments in the Matrix trilogy, for one.

    2. Re:Buzzwords by V!NCENT · · Score: 1

      Ah that technology. Well then... good luck with looking up and downwards. What? Oh never mind...

      --
      Here be signatures
    3. Re:Buzzwords by V!NCENT · · Score: 1

      Who says you need 3D rendering to create a two dimensional image of mathermatical data and a databass filled with coordinates and images with RGB data?

      --
      Here be signatures
    4. Re:Buzzwords by MostAwesomeDude · · Score: 2, Funny

      Who says you need 3D rendering to create a two dimensional image of mathermatical data and a databass filled with coordinates and images with RGB data?

      Good point. We'd never be able to have fishing games without databass.

      Seriously, I meant that if it's not rendered using 3D->2D polygon rasterization, how much hardware acceleration would it be able to use? Can it still be translated into OGL/DX expressions, or must it all be done in software?

      --
      ~ C.
    5. Re:Buzzwords by Shados · · Score: 2, Informative

      To oversimplify things, these scenes are just prerendered videos with more or less all possibilities of position in a database. So no matter where you are, you're seeing a prerendered "still" picture. They just select and display the pictures fast enough that it looks like its 3d. So it doesn't need hardware acceleration for anything beyond buffering the images, which are probably rendered as textures on a flat plane.

    6. Re:Buzzwords by V!NCENT · · Score: 1

      Can it still be translated into OGL/DX expressions, or must it all be done in software

      Well since we are not talking about polygons and triangles, OpenGL and Direct3D can't render it, duh. You of all people should know that.

      And seriously, what makes you think you need polygons to create a two dimensional image of a three dimensional world?

      --
      Here be signatures
    7. Re:Buzzwords by MostAwesomeDude · · Score: 1

      Actually, as the above reply demonstrated, this could be accelerated using a video overlay or any equivalent 3D hardware, so yes, it could be done with OGL.

      And I'm just used to seeing 3D creations constructed with rasterizers, because the only alternative that actually seems feasible is ray-tracing, and everything else falls into one of those two categories. Voxels are rasterized, 2.5D is rasterized, and this is rasterized as well.

      --
      ~ C.
    8. Re:Buzzwords by V!NCENT · · Score: 1

      I was talking about raytracing. coordinates and mathemathical functions -> quadric models. Textures with RGB values -> shading and HDR data for post processing. I wasn't referring to TFA, just to show that you can construct a 2D image without the need of triangles and polygons.

      --
      Here be signatures
  8. Polygons by sunderland56 · · Score: 3, Insightful

    A "photograph" is just a textured rectangle - i.e. a textured polygon. So the environment is created by the blending of many textured polygons. Sounds awfully familiar to me.

    Sure, they are rectangles instead of triangles; and sure, they aren't arranged in a mesh. But this looks to me like the triumph of a marketing press release over engineering reality.

    1. Re:Polygons by Igor+Hardy · · Score: 1

      I'm not particularly technically minded, but it did cross my mind that the title I've chosen might be considered as a bit faulty. Still, everything that is shown on a screen is a rectangle in some way. I could have titled this article "3D Environments with one polygon a frame", but everyone would immediately think that it is about some simple 2D trick.

    2. Re:Polygons by Anonymous Coward · · Score: 0

      I'm not particularly technically minded, but it did cross my mind that the title I've chosen might be considered as a bit faulty.

      Still, everything that is shown on a screen is a rectangle in some way. I could have titled this article "3D Environments with one polygon a frame", but everyone would immediately think that it is about some simple 2D trick.

      I'm not picking on you, but I will point out that all a rectangle is, is two triangles.
      Either way, it's still a polygon based idea.

      It's kind of neat, but I'd like to see the idea of using the photographs meshed with a raytracer using true 3D geometry instead.

  9. Oh, whoa... by TheSHAD0W · · Score: 3, Informative

    These posts are for a REPLY to my original post; it was trolled down and thus became invisible, making it look like my original post was the malicious one.

    Srsly, do not click on the zoy.org link.

  10. 3D Environments without Polygons - voxels by Animaether · · Score: 1, Offtopic

    Okay, so these voxels - with current generation technology - are represented as cubes which of course are 12 tri-polies, so it's not entirely -without- polygons.. but at least it's not based on polygons and it lets you do some pretty cool stuff - such as truly fully destructible environments. No, none of that "we ran a script on all objects (except for those we don't want you to be able to destroy) that pre-fragments them and call the havok engine on the object if the damage model reaches a certain level" crap. I mean *fully* destructible.

    Sadly, this is the only 'worthy' example I've seen and it's still kinda 'meh'...
    http://voxelstein3d.sourceforge.net/ ...but it's got me excited for what could be done with voxel-friendly accelerators.

    The biggest hurdle, however, is not the accelerators... it's the artists. Suddenly you can no longer get away with 'modeling' a house by simply putting up a façade like they do in movies.. now that house has got to have an interior because some wise-ass IS gonna be spending all of the ammo on the map to chip away at that 10" thick brick wall so they can venture inside the house WITHOUT collecting the key from the bossfight.

    So... shot my own excitement down there, again... but at least there's the potential :)

    1. Re:3D Environments without Polygons - voxels by The+Living+Fractal · · Score: 2, Funny

      You mean that wise-ass won't have to subject themselves to the artificial devices of game designers who worked under limitations, but that they no longer work under and yet are still designing into the new games, with the new tech, as if they didn't have the new tech at all?

      Those the wise-asses you're talking about? ;p

      --
      I do not respond to cowards. Especially anonymous ones.
    2. Re:3D Environments without Polygons - voxels by w0mprat · · Score: 1

      Voxels don't necessarily actually need to be rendered as cubes. Algorithmicly it is possible to draw a cube on screen without really using polygons in the conventional sense of coding. There is no need to mathematically establish a surface between 3 or more vertexes in order to UV-map your texture or gourad shade etc.

      A voxel can be rendered as a point sprite, a square, a circle, a single pixel (with some kind of interpolation) just about whatever floats your boat. Voxels really are rendering without polygons as they are not at all dependant on that kind of method.

      --
      After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  11. Quite impressive by janwedekind · · Score: 4, Informative

    Quite impressive. Not much information how it works though.

    1. Re:Quite impressive by janwedekind · · Score: 1

      Maybe it's something along this line of research.

    2. Re:Quite impressive by Rocketship+Underpant · · Score: 1

      Obviously things didn't work out too well for them, though. Their website URL now belongs to site-squatting advertisers.

      --
      He who lights his taper at mine, receives light without darkening me.
  12. Link to the game by sdqume · · Score: 1

    www.casebookthegame.com

  13. Light Fields! by Anonymous Coward · · Score: 1, Informative

    Right in the video they say they are doing Light Fields:

    http://graphics.stanford.edu/papers/light/

  14. Static World? by rm999 · · Score: 1

    So the lighting is captured by the camera, not an algorithm - how then, do you *remove* lighting for shadows? Or change the lighting when light-emitting objects move?

    This seems like a step backwards from truly immersive worlds, where one can interact with the world and it interacts back. My prediction is that this line of research will lead to some cool proof-of-concept games (under a killing moon is still one of my favorite games of all time), but will ultimately be a dead end. We have the technology to do better than this for games.

  15. How about a volume particle based system? by Dillenger69 · · Score: 2, Interesting

    Wouldn't it make more sense to base something on a volume particle system? You could start with only a few elemental particles ... say, three (you could get smaller but we're trying to get simple) ... and make up some rules about how they combine. make them up into, oh, say, 117 or so "elements" which you can then compound according to other rules. Each step in the chain can increase complexity.

    Naw, it would never work.

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    1. Re:How about a volume particle based system? by Anonymous Coward · · Score: 0

      I've actually had this idea a good few years back.
      I done some numbers, then realized how hard hard it would be to get it working on the scale of a game.
      Shame, it would be a much easier way to do things, water would be realistic, air would be realistic, infections, etc.

      This was a good few years back though, probably around 2003, and i was admittedly not as good as i am now.

  16. How it works (probably) by bluntman2008 · · Score: 2, Interesting

    People in above comments are talking about photogrammetry and voxels. This is not the technology refered to in this article. They specifically mention having to compress the photos to a great extent to get the game under 1 GB. I am 99% sure that what they are doing is simply storing a grid of 360 degree 'fisheye' photos, and then interpolating between them based on the camera position using some clever interpolation method. The technique is pretty obvious so I am guessing the technology they are so proud of is the interpolation method. This technique seems very restrictive to me, allowing no relighting or dynamic geometry. Its pretty much only good for this game. You can see in the video linked in a previous comment that there is no extra geometry in the scene when you are exploring it, not even your own legs ...

  17. Is this just Myst and Riven again? by argent · · Score: 1

    I couldn't plow through all the spam about the actors and characters and storyline, cut to the chase... is this just VRML-style backdrops like Myst and Riven again?

    1. Re:Is this just Myst and Riven again? by EkriirkE · · Score: 1

      Looks like. Nothing innovative to see here, move along.

      --
      from 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
      to 45 2F 6E 40 3C DF 10 71 4E 41 DF AA 25 7D 31 3F
  18. old school... by GorillaTest · · Score: 1

    This is nothing new. That technique was a standard before the polygon technique became feasible.