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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."

21 of 74 comments (clear)

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

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

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

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

  3. 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

  4. 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.

  5. 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
  6. 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 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.
    3. 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.

  7. 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.

  8. 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.

  9. 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.

  10. Quite impressive by janwedekind · · Score: 4, Informative

    Quite impressive. Not much information how it works though.

  11. 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.
  12. 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
  13. 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.

  14. 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.

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

    Apparently it signals the snipers as to your loca

  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 ...