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Real-Time, Movie-Quality CGI For Games

An anonymous reader writes "An Intel-owned development team can now render CGI-quality graphics in real time. 'Their video clips show artists pulling together 3D elements like a jigsaw puzzle (see for example this video starting at about 3:38), making movie-level CG look as easy as following a recipe.' They hope that the simplicity of 'Project Offset' could ultimately give them the edge in the race to produce real-time graphics engines for games."

184 comments

  1. Wow by binarylarry · · Score: 4, Funny

    They've discovered the hidden secrets to rendering Academy Award winning films such as "Gears of War" and "Crysis."

    Congrats Intel dev team!

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    1. Re:Wow by Yvan256 · · Score: 4, Funny

      Those aren't award winning films.

      They're award winning slideshows.

    2. Re:Wow by socsoc · · Score: 1

      I prefer the cutscenes of Super Mario Bros and ExciteBike. When are films gonna achieve that quality? I mean Avatar tried, but didn't quite nail it.

    3. Re:Wow by Anonymous Coward · · Score: 2, Insightful

      And then there's South Park, which appears to have been created with PowerPoint.

    4. Re:Wow by davester666 · · Score: 1

      Bet they aren't using Intel integrated graphics chips...

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    5. Re:Wow by stephanruby · · Score: 3, Informative

      This is lame. The guy doesn't even claim the video was made in real-time. He claims that the editing of the game can be done in real-time. That distinction is important, because most of the time I see someone demoing a 3-D editing tool on Youtube, they've accelerated the demo by a huge factor -- just to make the video look cool (and it does look cool that way, but it's also misleading). By the way, here is the same demo "teaser" referenced through youtube, there is actually no need to have to wait for the 3 minutes and 38 seconds on that other video for the boring guy to stop droning on, it's essentially the same teaser (with the same building and the same shading) -- it's just been spliced into the interview in small pieces (as if to imply that the teaser was made at the same speed the interview was videotaped at).

    6. Re:Wow by beelsebob · · Score: 1

      Doesn't everyone know the secret behind rendering gears of war? I thought it was simply draw a black rectangle over your screen.

    7. Re:Wow by Hurricane78 · · Score: 1

      Crysis won awards? For what? Bad dialogue? Even Far Cry 2 isn’r better than the original Far Cry, where you could hear things like “You there with the shirt! I’m finishing you!”. ^^

      Didn’t Uwe Boll make a “film” out of it?

      --
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  2. What this really means is ... by WrongSizeGlass · · Score: 2, Insightful

    ... now they can pump out crappy movies that have quality CG faster than ever before?

    1. Re:What this really means is ... by xbeefsupreme · · Score: 1

      Yes, that's pretty much what it boils down to.

    2. Re:What this really means is ... by Anonymous Coward · · Score: 2, Interesting

      Hating on the current quality of movies/games/music automatically gets you karma points even if you haven't the least bit of idea of what you're talking about....

    3. Re:What this really means is ... by Anonymous Coward · · Score: 1, Interesting

      I think it will make the CGI worse.

      When someone has to spend time creating the graphics, a little bit of human soul leaks over even if their ideas are uninspired.

      Some of the 80's CGI (Tron etc) looks dated, but has a vivacity that is lost when everything is too perfect.

    4. Re:What this really means is ... by Korin43 · · Score: 2, Interesting

      Wouldn't this mean that this is just another step in the direction of letting anyone make movies (without needing a billion dollars with of computers and another billion dollars worth of actors)?

    5. Re:What this really means is ... by biryokumaru · · Score: 5, Funny

      I hate it when people hate on people hating on something they hate just to get karma points just to get karma points.

      It's almost as bad as people hating on people hating on people hating on something they hate just to get karma points just to get karma points just to get karma points.

      Grammar works like nesting things, right?

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    6. Re:What this really means is ... by biryokumaru · · Score: 5, Interesting

      I read a really great short story once about a future where all films are made completely on computers, with AI actors. Then one guy starts filming movies with a real girl in them, just with computerized scenery, and doesn't tell anyone. It blows people away just how "real" his films feel compared to normal movies.

      Anyone else read that? It was pretty good.

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    7. Re:What this really means is ... by Pseudonym · · Score: 2, Insightful

      Anyone can already make movies without a billion dollars worth of computers and a billion dollars worth of actors. The difficulty is finding a million dollars worth of animators and fifty thousand dollars worth of screenwriters.

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    8. Re:What this really means is ... by nacturation · · Score: 1

      Grammar works like nesting things, right?

      Don't anthropomorphize grammar works... they hate it when you do that.

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    9. Re:What this really means is ... by Kratisto · · Score: 1

      No, grammar works in RPN.

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    10. Re:What this really means is ... by biryokumaru · · Score: 1

      Don't you mean reverse polish grammar works in?

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    11. Re:What this really means is ... by trytoguess · · Score: 1

      Was the realistic nature of that live action film seen as a good thing? If so, I found the premise of the story a bit odd. I mean heck, we still create black & white, and silent films. I'm sure even if CG movies become the norm, as long as realism is seen as a positive, there will always be at least a niche that'll prefer and create movies with real actors.

    12. Re:What this really means is ... by im_thatoneguy · · Score: 1

      I find it amusing that half of the comments on this story have devolved into one of two diametrically opposite opinions which neither party find contradictory to one another:

      1) "Films are looking all CG and crappy."
      2) "So what if games are looking great the graphics don't matter."

    13. Re:What this really means is ... by tyrione · · Score: 1

      Hating on the current quality of movies/games/music automatically gets you karma points even if you haven't the least bit of idea of what you're talking about....

      How you extended crappy movies to multiple genres to get an interesting ranking seems to be the sad state of Slashdot. The GP focused on movies but unfortunately didn't take the time to elaborate on what they meant by crappy. I'm betting they were singling out the shallow screenplays and low budgets towards casting being covered up by the Wow factor.

    14. Re:What this really means is ... by hoytak · · Score: 1

      no lisp for at least a week

      --
      Does having a witty signature really indicate normality?
    15. Re:What this really means is ... by Tukz · · Score: 1

      I may need to hand over my geek card, but is that a reference to something I, as a geek, should know about?

      --
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    16. Re:What this really means is ... by Anonymous Coward · · Score: 0

      What's. Worse are people hating on people hating on people now that's bad karma feel like. We been here before. Feel like we been here before

    17. Re:What this really means is ... by JackieBrown · · Score: 1

      You need to include the brackets for readability.

    18. Re:What this really means is ... by ultranova · · Score: 1

      Wouldn't this mean that this is just another step in the direction of letting anyone make movies (without needing a billion dollars with of computers and another billion dollars worth of actors)?

      The big problem there is not graphics quality - that's already there, take a look at Fallout 3 or Arkham Asylum at maximum graphical settings - it's the quality of tools. You'd need "digital actors" able to move, react and emote without you having to put every eyebrwo into place manually. You'd also need good-quality soft-body collision detection, physics, etc.

      Everyone will be able to make movies when AI gets good enough to read the script and let you play the director with a microphone. Until then, that's limited to people with technical expertise and lots of free time on their hands.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    19. Re:What this really means is ... by biryokumaru · · Score: 1

      No, probably not.

      --
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    20. Re:What this really means is ... by Anonymous Coward · · Score: 1, Insightful

      Yo Dawg, I heard you like posting hate, so I posted some hate to your hate post, so you can post hate while you post hate.....

    21. Re:What this really means is ... by Anonymous Coward · · Score: 0

      Like reversed Simone?

    22. Re:What this really means is ... by LarryRiedel · · Score: 1

      Or Myung Fang Lone.

    23. Re:What this really means is ... by biryokumaru · · Score: 1

      Ya... Sci-fi short stories aren't typically known for their plausible scenarios...

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  3. Great... by Beelzebud · · Score: 4, Funny

    Now maybe they can get to work on shipping on-board graphics cards that can actually play games released within the past couple of years...

    1. Re:Great... by Anonymous Coward · · Score: 0

      Or ones that can display a CLI properly.

    2. Re:Great... by Nyder · · Score: 1

      Now maybe they can get to work on shipping on-board graphics cards that can actually play games released within the past couple of years...

      How about you don't be so cheap and by a dedicated graphics card?

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    3. Re:Great... by contrapunctus · · Score: 1

      I thought the nice thing about intel cards is that the drivers are open. It's not about being cheap.

    4. Re:Great... by h4rr4r · · Score: 1, Informative

      Cool, please tell where I can get one that has GPL drivers.

      I'll wait.

    5. Re:Great... by Anonymous Coward · · Score: 0

      Then don't complain in the first place.

    6. Re:Great... by Anonymous Coward · · Score: 0

      It must suck to work on GPUs at Intel, they had the Larrabee BSers on the one hand, and on the other they're facing an executive that refused to unleash them on a full-blown GPU design. Intel will never bite the GPU bullet because institutionally the cannot bring themselves to accept it's as important as the CPU and it deserves some goddamned respect, not some shitty free-D corner of a chipset somewhere.

      Make a REAL GPU with a rasterizer and dedicated raster ops & early zbuffer architecture that is not some half-assed parallel compute device with too few cores or a tiny area on the chipset to fill the lowest end of the product line.

      Build something that's viable NOW, not something that will be viable if teh whole friggin' world changes direction and does exactly what Intel's silly wet dream hopes they will.

      Take anyone who hypes ray-tracing and fire them, that would be a good start to weed out the incompetent bozos.

    7. Re:Great... by Beelzebud · · Score: 1

      Umm I have a dedicated graphics card. WTF does that have to do with Intel needing to put out something that runs games other than Solitaire? You should invent a jump to conclusions mat!

    8. Re:Great... by eeCyaJ · · Score: 1

      Grab yourself a Dell XPS / Alienware laptop. There you go.

    9. Re:Great... by dredwerker · · Score: 1

      Grab yourself a Dell XPS / Alienware laptop. There you go.

      I have an xps laptop and it wont play crysis - apart from moving through treacle and glitching all over the place. Maybe the latest £4k(thats 6,196.13 USD to everyone else on slashdot ;) ) will.

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    10. Re:Great... by KDR_11k · · Score: 1

      How about you realize this is not about him personally? Some of the Epic higher-ups have complained that too many PCs ship only with Intel graphics and that greatly limits the potential audience for a technically demanding game.

      --
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  4. As long as Moore's law holds by Anonymous Coward · · Score: 2, Interesting

    How can there be any doubt that realtime rendering will approach the quality of today's offline rendering when computing power grows exponentially?

    1. Re:As long as Moore's law holds by binarylarry · · Score: 5, Insightful

      Unfortunately, the faster the processors get, fancier rendering features become possible in the offline space as well.

      Realtime rendering will never be on par with offline rendering of the same vintage.

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    2. Re:As long as Moore's law holds by Anonymous Coward · · Score: 0

      That's kinda why I qualified "offline rendering" there, you see?

    3. Re:As long as Moore's law holds by binarylarry · · Score: 1

      My bad, I misread your post.

      Although I don't blame myself. I blame the drugs, like a good pilgrim.

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    4. Re:As long as Moore's law holds by AmberBlackCat · · Score: 5, Funny

      I think those are Mike & Ike's...

    5. Re:As long as Moore's law holds by JT+The+Geek · · Score: 1

      Absolutely true, but there is an apex that both achieve to reach which is photo realistic rendering. There is a foreseeable point that both of these two technologies will one day meet and then eventually move completely past that into faster than realtime rendering where we could possibly be rendering in realtime many different virtual spaces. One useful example of this might be for content creators such as the movie studios to watch a video of a scene they are working on in real time with many different lighting conditions. So yes, realtime rendering will never be on par with offline as eventually offline rendering will be an antiquity.

    6. Re:As long as Moore's law holds by Pseudonym · · Score: 3, Informative

      Absolutely true, but there is an apex that both achieve to reach which is photo realistic rendering.

      No, because "photo realism" is not a goal that visual effects aspires to. If you can take a photo of something, then it's almost always cheaper and better to do that, even though it usually requires many thousands of dollars on crew, make up, sets and lighting.

      CGI is used for things that you can't take a photo of, such as a Na'vi or a talking ant. If the space ship can travel faster than light, or the penguin can dance, then "realistic" is not a goal.

      (Disclaimer: I used to work in visual effects.)

      --
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    7. Re:As long as Moore's law holds by Anonymous Coward · · Score: 0

      True except for two factors, massive compute in parallel fp GPUs and the law of diminishing returns. Movies will win when it comes to crafting and polishing a few scenes and mixing with live action, but I think due to the fallibility of our human senses and diminishing visual returns per compute the gap is closing. Of course even movies are being rendered on GPUs now using CUDA for compute acceleration.

    8. Re:As long as Moore's law holds by im_thatoneguy · · Score: 1

      You're mostly right but what's different with CG is that you can build it faster. What would have taken a model builder 1 year to manufacture can be done on a computer in a fraction of the time.

      We're slowly moving towards the Avatar model of doing things even for romantic comedies. You don't need generators. You don't need street clearances. You don't condors. You don't need grips and gaffers and camera assistants. If the DP wants a big soft light source 6' behind the actor. Click, Click, bam. There it is. No getting another light out of the truck. No running cable. It's finished.

      The quality isn't quite there yet for quick CG but the process is. I could model a room in 1/100th the time it would take 4 carpenters. And I could change the color of the paint in real-time. Once we make achieving photorealism a little bit easier it'll look as good as the one made by carpenters as well.

      No need for constant make-up touch-ups. You have a makeup artist do it once and it stays exactly the way you want it between takes since it's just a texture.

      We aren't more than 10 years away from the first non-fantasy photoreal movie imo.

    9. Re:As long as Moore's law holds by dredwerker · · Score: 2, Insightful

      I think those are Mike & Ike's...

      There's a meme that is gonna stick if only I had mod points :)

      --
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    10. Re:As long as Moore's law holds by ardor · · Score: 2, Insightful

      However, there is a point where CGI is "good enough" for most purposes. Yes, the maximum scene complexity may grow, but even there you may reach a "good enough" point, where you can easily fake the bits that cannot be done. Example: an outdoor scene with a forest in the distance. If the scene is rather static, with little action, the forest in the background may be just a picture. If more movement is involved, but the forest is always far away, impostors can be used. These tricks are cheap to implement and very effective.

      You don't need hyper-realistic spectral rendering for typical CGI movies. You could even get away with the CryEngine 2 or 3 for several low/mid budget flicks, provided you do some work on the animation. In my opinion, *animation* is the one factor that is still significantly better in offline rendering.

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    11. Re:As long as Moore's law holds by Targon · · Score: 1

      There is a point at which "good enough" really applies. While offline SHOULD always hold the potential to be better, there will come a point where full 5 million polygon renderings will be the norm per living beings in games, and that may very well be enough to say 'we don't need anything beyond this'. Honestly, if our video cards can render several hundred 5 million polygon objects in real time, 100 frames per second, will there be much difference what offline can offer compared to that level of video card?

    12. Re:As long as Moore's law holds by mdwh2 · · Score: 1

      I think you're conflating meanings of realism - a dancing penguin may obviously not be real, but it can still look realistic in the sense of being indistinguishable from a real penguin that was dancing, if such a thing could happen.

      Otherwise I could just as well say that your photo isn't "realistic", because the characters aren't really who they say they are, they're just actors. The point about "photo realism" isn't to be real, it's to be as realistic as a photograph.

    13. Re:As long as Moore's law holds by Anonymous Coward · · Score: 0

      No wondering you got canned, photo realism doesn't imply anything but an incredible capturing (close to perfection as described by the laws of physics) of detail/texture/lighting which in effect looks real. Whether that penguin dances or not, who gives a shit.

    14. Re:As long as Moore's law holds by Pseudonym · · Score: 1

      You're mostly right but what's different with CG is that you can build it faster. What would have taken a model builder 1 year to manufacture can be done on a computer in a fraction of the time.

      Not really, no. Any nontrivial model (e.g. a creature) is going to have to go through several iterations of design and physical modelling (e.g. maquette building) anyway. The construction is probably not that much of the process. These days, 3D printing is good enough that it might be partly computer-assisted anyway.

      I could model a room in 1/100th the time it would take 4 carpenters.

      I dare say you probably could. Empty rooms are trivial. But I bet you couldn't source the props and dress the set quicker than could be done traditionally.

      And I could change the color of the paint in real-time.

      ...which you will never have to do, since the colour script is probably locked by the time you build your set.

      We aren't more than 10 years away from the first non-fantasy photoreal movie imo.

      If by "non-fantasy" you mean "period piece", then perhaps. Even then, designing costumes and sets are usually a pretty significant fraction of the cost.

      But if you're talking about an urban romantic comedy, then while we may well be 10 years away from having the technology and process in place, we are far more than 10 years away from it being cost-effective. We have been shooting on stages and on location for 100 years. We know how to do it very efficiently.

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    15. Re:As long as Moore's law holds by Pseudonym · · Score: 1

      I think you're conflating meanings of realism - a dancing penguin may obviously not be real, but it can still look realistic in the sense of being indistinguishable from a real penguin that was dancing, if such a thing could happen.

      I'm making a crucial point: The goal is not realism, but verisimilitude.

      The term "photorealism", where it applies to the use of CGI by the film industry, implies that what a movie camera sees is "real". It is not.

      Otherwise I could just as well say that your photo isn't "realistic", because the characters aren't really who they say they are, they're just actors.

      A movie frame isn't "realistic" because if you went to an actual scene and took a snapshot, it would look nothing like the carefully made-up, carefully lit, carefully composed scene that a good DP would shoot.

      There is nothing that is even the slightest bit realistic about movies. Stories are not history, characters are not people, dialogue is not conversation and sets are not places. (Even scenes shot on location are usually heavily modified, either practically or in post.)

      How many "movie myths" have you seen Adam and Jamie bust?

      If you want "realism", shoot a documentary. Even then, you have an editing room at your disposal.

      OK, if that didn't convince you, think of it this way: There's a reason why Yoda worked as a puppet in episodes 4, 5 and 6 but not in episode 1. Every other creature in episode 4, 5 and 6 was a puppet, so he looked like he inhabited that universe. In episode 1, he was the only puppet, so he looked out of place.

      Neither Yoda was more "photorealistic" than the other, but the CGI version had greater verisimilitude.

      --
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    16. Re:As long as Moore's law holds by im_thatoneguy · · Score: 1

      No, right now I don't think it's more efficient. But in 10 years if you want an Ikea mug on a table you'll be able to scan the sucker in a second. Like you said we've got the maquette scanning process down pretty well. I think our shader capture tech is going to catch up. There are already a couple companies that are doing an amazing job capturing entire surfaces not just infinitely small points.

      In 10 years it might not be completely practical but I'm relatively confident someone will try it. If only for the sake of the workflow.

      Within 20 years I would safely bet any film that doesn't rely on volunteer labor and donated materials/equipment will be less expensive to shoot with performance capture.

    17. Re:As long as Moore's law holds by exomondo · · Score: 1

      No, because "photo realism" is not a goal that visual effects aspires to.

      Of course photo-realism is the goal of a lot of realtime and offline rendering engines, if you are developing an engine for a game like Far Cry you want the visual effects to be as photo-realistic as possible such that there is a negligible difference between the look of a palm tree on fire in your interactive virtual simulation and a film shot of a real palm tree on fire. The difference is your game is interactive.

      If you can take a photo of something, then it's almost always cheaper and better to do that, even though it usually requires many thousands of dollars on crew, make up, sets and lighting.

      And this is useful in interactive entertainment like games how?

      And even before CG we had techniques like matte paintings, a form of visual effects, of which the goal was to create a photo-realistic scene without actually having to physically shoot the footage on location.

  5. Not supprised by SoCalledNotion · · Score: 1

    While the clips look amazing, I can't say that I'm in the least bit shocked by this. GPU's and CPU's are only getting more powerful, so it would stand to reason that this kind of thing is finally becoming feasible. The real question is whether or not this game

  6. CGI-quality graphics by Anonymous Coward · · Score: 5, Funny

    now there we have an accurate statement: "Computer Generated Imagery" quality graphics

    1. Re:CGI-quality graphics by pushing-robot · · Score: 3, Informative

      Obviously he's a member of the Tautology Club that has him as a member.

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    2. Re:CGI-quality graphics by Anonymous Coward · · Score: 0

      xkcd ftw

    3. Re:CGI-quality graphics by S77IM · · Score: 1

      He's not just a member of the club, he's the Officer of Redundancy Officer.

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    4. Re:CGI-quality graphics by Anonymous Coward · · Score: 0

      I am glad you cleared that up. I was trying to imagine Common Gateway Interface graphics...

      I havent been this confused since people were getting headshots in Cascading Style Sheets.

    5. Re:CGI-quality graphics by L4t3r4lu5 · · Score: 1

      I find your ideas interesting and would like to subscribe to your newsletter letter of news.

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  7. "Movie-Quality" by nitehawk214 · · Score: 3, Insightful

    "Movie-Quality" is basically a worthless statement. Which movie? Avatar, Final Fantasy, Toy Story, Tron? The quality of digitally produced movies, and the quality of game graphics power are constantly moving targets.

    --
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    1. Re:"Movie-Quality" by Beelzebud · · Score: 2, Funny

      It could even be a Sci-Fi Channel movie. I have games with better graphics.

    2. Re:"Movie-Quality" by drinkypoo · · Score: 3, Insightful

      This is basically what I was going to say. The latest crop of "funny fuzzy animal" movies have graphics about as good as the best video games — the secret to making games look as good as movies is apparently to make movies look shitty. I just can't sit through a movie that doesn't look as good as playing a game. I also can't sit through a movie with a worse plot than nethack, but that's a separate issue. Unfortunately, the aforementioned movies suffer from both of these failings.

      --
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    3. Re:"Movie-Quality" by MBCook · · Score: 2, Interesting

      Can anyone tell me how close we are to being able to render Toy Story in real time? Say 1080p?

      I know the state of the art keeps moving, Avatar is far better looking than the original Toy Story, but with the limited visual "feature set" used in Toy Story, are we very far from being able to do something close looking in real time?

      Can we do it raster, now that we have so many GPU based effects?

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    4. Re:"Movie-Quality" by Anonymous Coward · · Score: 4, Informative

      Not sure, but I can tell you that we're nowhere near rendering state of the art movie CGI in real time. Vertex and pixel shaders have enabled a class of effects that were previously impossible in real time, but those are all direct lighting effects or crude approximations of indirect lighting. Shadows are not really smooth, they're just blurred. Realistic smooth shadows depend on the size of the light source and are computationally prohibitive on current hardware under real time constraints. Movie-quality CGI includes a class of light interactions which is currently impossible in real time, for example caustics: A caustic is light which is reflected or refracted onto a surface which reflects diffusely. Light being refracted by the surface of a swimming pool is an effect which can be faked but not simulated in real time. Render farms use an algorithm called Photon Mapping to simulate this and other complicated light interactions. This algorithm is conceptually related to Raytracing but even more computationally intensive. It does not map well to the hardware which is currently used in the real time rendering pipeline.

    5. Re:"Movie-Quality" by Anonymous Coward · · Score: 1, Interesting

      I imagine you could do it on any decent powered computer nowdays. The only thing is you couldn't. Realtime rendering and the sort of movie rendering use wildly different techniques, you would have to remake a lot of the film. Seconly you probably couldn't pan the camera much or anything; as back then it was so stressful on their computers they probably removed most of the unseen faces.

    6. Re:"Movie-Quality" by scdeimos · · Score: 1

      You seem to forget that those funny fuzzy animal movies are only marketing tools for the related computer games and McDonalds toys. The games are about the same in terms of look as the movies themselves because they're often based on movie assets.

      For example, see an interview with the Avatar game developers where they talk about getting the models from Lightstorm Entertainment (who were responsible for the movie graphics).

    7. Re:"Movie-Quality" by afidel · · Score: 2, Interesting

      Toy Story isn't particularly difficult to render, even at the time you could render scenes with better quality in a matter of minutes so with a decade and a half of doubling every 18 months I'm pretty sure it could be done by your average gaming GPU in realtime. The biggest problem was sufficient memory for texture and model details but with 2GB of ram available on consumer level video card's I don't think that's such a big deal these days.

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    8. Re:"Movie-Quality" by iamhassi · · Score: 1

      True, and while the Meteor video looked impressive, it's nothing we haven't seen before in Crysis, and it's no where near real people walking around and speaking. I think they jumped the boat a bit on "Movie Quality", needs a few more years.

      --
      my karma will be here long after I'm gone
    9. Re:"Movie-Quality" by rockNme2349 · · Score: 1, Offtopic

      It is like the Heisenberg Uncertainty Principal. In order to determine a particles position to a high degree of accuracy you merely need to do a shitty job measuring its velocity.

      --
      Sewage Treatment Facilities - "Our duty is clear."
    10. Re:"Movie-Quality" by Jonner · · Score: 2, Interesting

      If Pixar had been able to render scenes with better quality in a matter of minutes, they wouldn't have needed over 100 machines in their render farm. In fact, each frame took "from two to 13 hours."

    11. Re:"Movie-Quality" by afidel · · Score: 2, Interesting

      Well, I was talking about a year after the movie came out, obviously the stuff *before* the movie came out that was used on the multi-year project would have been less powerful. Figure 120 minutes, three doublings of cpu power so divide by eight and you get 15 minutes. Increase ram and you can use better textures or more complex poly's.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    12. Re:"Movie-Quality" by Latinhypercube · · Score: 0

      They are getting close though. Mental Ray, which is the renderer of choice on most feature films, was recently bought by Nvidia and is about to release iRay. iRay uses Nvidia cards to accelerate photoreal Global Illumination. This is utterly accurate, real world lighting. Some setups show a new form of progressive rendering, where you see the finished render gradually. But this system scales up linearly so multiple cards could equal movie quality renders in realtime. Exciting time. Good news for Nvidia.

    13. Re:"Movie-Quality" by drinkypoo · · Score: 0, Offtopic

      You seem to forget that those funny fuzzy animal movies are only marketing tools for the related computer games and McDonalds toys.

      That is totally false. They also make substantial money from the DVD releases.

      For example, see an interview with the Avatar game developers where they talk about getting the models from Lightstorm Entertainment

      Actually, that interview contains better support for your point; Cameron allegedly included (or attempted to include) a vehicle only used in the game but not actually featured in the movie... in the background of the movie, presumably in order to help sell the game. But there's so many problems with Avatar it barely bears discussing. I'll probably still see it if it's not too late to see it in IMAX 3-D by the time I get home. I saw most of it in bootleg form in a bus in Panama recently, a pretty good cam job that was obviously done with a HD camera. Unfortunately I missed the end because the driver failed to properly utilize the clutch and killed the bus, then he had to start it again and the DVD player reset, and the remote had been lost or stolen, with no controls on the unit itself. Sigh.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    14. Re:"Movie-Quality" by afidel · · Score: 2, Informative

      Just found some numbers, the SPARC CPU in the SS 20's used for Toy Story were capable of 15 MFLOPS peak, an Alpha 21164 433 which came out about 6 months after the movie could do over 500 MFLOPS peak or about 30 times more. Even the PPro 200 could do 150 MFLOPS.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    15. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      peak to peak comparisons are only good for marketers they do not scale the same way on different architectures
      hell, they probably don't even scale the same way with the same chip in a different model motherboard

    16. Re:"Movie-Quality" by BikeHelmet · · Score: 1

      But GPUs are about 100x faster than CPUs at rendering. Imperfect rendering, but with how much they've advanced, they'd do fine for something like Toy Story.

      Factor in the doubling of speed every X months, and a high end modern GPU could probably render Toy Story realtime 1600p no problem.

      The guy below you says those machines have a theoretical speed of 15mflops. Pretty soon GPUs will be approaching ~2-3tflops (theoretical), so estimating low... 1500000mflops / 15mflops = 100,000 times faster than each of those machines.

      If it was a task that doesn't split well, I'd say perhaps software inefficiency would prevent the GPU from managing it - but rendering is what GPUs excel at.

    17. Re:"Movie-Quality" by Zerth · · Score: 3, Interesting

      According to this, the original Toy Story needed about 7 TFLOPS to render in real time, although I've seen higher estimates.

      87 dual-processor and 30 quad-processor 100-MHz SPARCstation 20s took 46 days to do ~75 minutes, so you need to be 883.2 times as fast to render in realtime. Anyone overclock a quadcore processor to 8 GHz? I suppose setup with 4 quadcore cpus @ 2GHz isn't out of reach.

      But then again, the machines might have been IO bound instead of CPU bound, needing to send 7.7 gigabytes per second.

    18. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      It is like the Heisenberg Uncertainty Principal. In order to determine a particles position to a high degree of accuracy you merely need to do a shitty job measuring its velocity.

      Please refran from making highly complicated jokes about extremely complicated scientific knowledge while possesing no spelling skills. It makes you look even dumberer.

    19. Re:"Movie-Quality" by Pseudonym · · Score: 2, Interesting

      Blinn's Law states that the amount of time it takes to compute a frame of film remains constant over time, because audience expectation rises at the same speed as computer power.

      I think it was Tom Duff who commented that one eyeball in a modern Pixar film requires roughly the same amount of work as a frame of Toy Story.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    20. Re:"Movie-Quality" by Pinky's+Brain · · Score: 1

      iRay still does not replace the core rendering engine of Mental Ray ... it's just a toy renderer for quick visualization, not a rendering engine for movie quality CGI.

    21. Re:"Movie-Quality" by Kral_Blbec · · Score: 1

      Actually, I found the video to be much better than Crysis. Foliage is, IMO, one of the weakpoints of any outdoor game and even though Crysis did a fair job, the video had much more planty-plants.

      PS I didnt play Crysis until long after the release date, and did so on maxxed settings.

    22. Re:"Movie-Quality" by im_thatoneguy · · Score: 1

      100x or even 100,000x faster isn't fast enough.

      The article cited an average 7 hour render time per frame.

      7 Hours = 420 minutes = 25,200 seconds @ 24fps = 604,800x faster in order to render in real-time.

      That even makes an enormous (and inaccurate assumption) that GPUs can handle PRMan quality sampling/rendering. It doesn't. Especially not at 100x faster than CPU speeds.

    23. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      Who is Heisenberg's principal?

    24. Re:"Movie-Quality" by webreaper · · Score: 1

      As is "CGI-quality". I guess whoever wrote the article summary didn't actually consider what CGI stands for.

    25. Re:"Movie-Quality" by beelsebob · · Score: 3, Informative

      And just to put this in perspective, current GPUs manage somewhere in the region of 2TFlops, so assuming we can encode Pixar's raytracing/radiocity algorithm into OpenCL that will actually run on one of these cards and not drop to software, then the hard-to-render frames would still take 1.17 seconds to spit out. We need about another 2 orders of magnitude improvement before we're there. That will only take a few years from now though, so we're close, but no cigar.

    26. Re:"Movie-Quality" by Xyde · · Score: 1

      Watch a recent PIxar movie in HD and come back and say that.

    27. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      A modern CPU and GPU combo is thousands of times more powerful than that. You need only look as far as our games. Basically any game that comes out now has graphics that put Toy Story to utter shame.

    28. Re:"Movie-Quality" by L4t3r4lu5 · · Score: 1

      Blake's 7.

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      Finally had enough. Come see us over at https://soylentnews.org/
    29. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      The ATI 5970 almost reaches 5 TFlops single precision and over 1 TFlops double precision. A Crossfire setup should probably be able to render at least some Pixar stuff in real time; I don't know about Avatar.

    30. Re:"Movie-Quality" by beelsebob · · Score: 2, Informative

      At 5 TFlops you're still talking 0.5 seconds to render a single frame from toy story, even assuming we can encode their rendering algorithm efficiently onto a graphics card in such a way that it reaches peak performance (unlikely).

    31. Re:"Movie-Quality" by Anonymous Coward · · Score: 0

      ""Movie-Quality" is basically a worthless statement."

      I totally agree with this statement I couldn't stand how some of the transformers from the first and second movie looked compared to their cartoon counterparts, the art direction is most important. I couldn't stand how optimus prime's face looked in the first movie because it was made "realistic"

    32. Re:"Movie-Quality" by atamido · · Score: 1

      The frames were also rendered at "a resolution of 1536 by 922 with an effective 48 bits per pixel." So increasing that to 1920x1080 would be a 47% increase in the number of pixels.

    33. Re:"Movie-Quality" by grumbel · · Score: 1

      Can anyone tell me how close we are to being able to render Toy Story in real time? Say 1080p?

      We should be getting pretty close, however a fundamental difference between early CGI and todays realtime graphics still exist, namely artifacts like pixels and polygons.

      Even Tron managed to have round wheels on the vehicles, yet even the best looking games like Crysis still have noticeable edges on surfaces that should be round. The reason for this is simply the way the graphics and art pipelines are build, they expect polygons, not geometric description, thus a round surfaces will have edges when you look close and not automatically get more polygons as they should. Offline rendering doesn't suffer from this problem. Renderman, which is used for most Pixar stuff, for example will break all the polygons down to pixel size before the rendering stage, so you will never have a big edgy polygon in the picture as its all smoothed out. Geometry Shaders, which are available in the latest generation of GPUs, should allow similar effects in realtime. I however haven't yet seen a game that makes use of them.

      With pixel artifacts it is the same thing, in offline rendering you can go the extra mile to get rid of them, be it by fine tuning the size of your shadow buffer or enabling anti-aliasing. While in realtime rendering you often spend the left over CPU power on a smoother picture or improvements of the graphics in other aspects. Things are however also slowly changing, on the PC anti-aliasing is pretty standard these days and consoles also seem to be slowly getting their. Shadow buffers can also be smoothed out by post processing effects and other trickery, so the artifacts, even so they might technically still be there, are much harder to spot.

      One remaining point we might not get rid of so quickly is however simply the framing. In a movie everything is carefully layouted so that it looks good and every object that might be getting close to the camera will have enough detail. In a video game the camera is mostly handled automatically and so it will get into ugly spots and you can't stop it from going really close on some low-detail object. That is an issue we won't get rid of anytime soon. Fully procedural graphics might help, but those aren't exactly ready for mainstream video games yet, a few experimental things like Spore aside.

    34. Re:"Movie-Quality" by Jonner · · Score: 1

      Yeah, I had assumed that render times hadn't changed much over the years. However, the law of diminishing returns will apply eventually and someday one minute of computing time won't render a frame of noticeably lower quality than one hour. Of course I have no idea when that will be

    35. Re:"Movie-Quality" by dangitman · · Score: 1

      Well, I was talking about a year after the movie came out,

      If you were talking about "a year after the movie came out," then why did you write "at the time" in your post? Are we just supposed to guess what the hell you are talking about, or go by what you actually say?

      --
      ... and then they built the supercollider.
  8. If I were a betting man by $RANDOMLUSER · · Score: 1

    I'd wager that their solution is way more CPU-intensive than GPU-intensive. Or maybe I'm just paranoid.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    1. Re:If I were a betting man by drinkypoo · · Score: 1

      I'd wager that their solution is way more CPU-intensive than GPU-intensive.

      I'd bet you're right... and you'll be able to do this stuff in realtime at home as soon as you have thousands of cores. More seriously, though, a future without GPUs would be a good thing, if we could get the same performance (or better) without them. Why? Because in order to use the full power of a computer with a big GPU, you have to do two kinds of programming. A computer where all the powerful processing elements were identical would be much easier to fully utilize, and that means less wasted money.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. Who will write the software for the bird? by ipquickly · · Score: 1

    At what point will the hardware capabilities exceed the software we can write?

    If we have the hardware to simulate 'The Matrix', but no-one has written the software to make it realistic, what do we gain?

    1. Re:Who will write the software for the bird? by Bragador · · Score: 1

      Jobs?

    2. Re:Who will write the software for the bird? by mustafap · · Score: 1

      >At what point will the hardware capabilities exceed the software we can write?

      With the state that the education system is in, I'd say not far off at all.

      --
      Open Source Drum Kit, LPLC deve board - mjhdesigns.com
    3. Re:Who will write the software for the bird? by PotatoFarmer · · Score: 5, Insightful

      At what point will the hardware capabilities exceed the software we can write?

      Never. More hardware means programmers can get away with writing less efficient code.

    4. Re:Who will write the software for the bird? by WolfTheWerewolf · · Score: 1

      Where are my moderator points when I need them?

      +1 to you, sir.

    5. Re:Who will write the software for the bird? by frieko · · Score: 1

      Moore's law isn't some sort of natural occurrence, it's economics. If hardware pulls ahead, hardware engineers switch to writing software. If software pulls ahead they switch to writing hardware.

    6. Re:Who will write the software for the bird? by Anonymous Coward · · Score: 0

      >At what point will the hardware capabilities exceed the software we can write?

      With the state that the education system is in, I'd say not far off at all.

      Um... you know hardware doesn't get faster on its own right? It is designed by humans who are subject to the same education system as programmers.

    7. Re:Who will write the software for the bird? by Anonymous Coward · · Score: 0

      Never. More hardware means programmers can get away with writing less efficient code.

      Wasting resources deliberately or due to ignorance is a bad thing, but taking advantage of ever-increasing CPU and memory capacities in order to boost to a new layer of abstraction is not. Highly efficient code tends to be more complex. This means it is harder to maintain and harder to understand, usually. More importantly, it is harder to demonstrate its correctness.

      As both a producer and consumer of open source software, I far prefer a piece of code that I can understand, but which is possibly not as efficient as it could be, to a mystifying jungle of cleverness which takes weeks to understand and hours just to make small modifications. Not to mention the inability to completely test those modifications, because the code is so hard to follow I can't figure out all the ramifications of even simple changes.

    8. Re:Who will write the software for the bird? by Bob9113 · · Score: 1

      >> At what point will the hardware capabilities exceed the software we can write?

      > Never. More hardware means programmers can get away with writing less efficient code.

      Which is good. Even if you believe in writing good code, this translates to allowing more layers of abstraction. Additional layers of abstraction are generally less efficient, and make it easier to wire together complex components. Consider inverse kinematics and physics engines as examples.

      Consider how much you could improve the immersion of video games, for example, if you had the power and a library for real-time rendering of hair and fur at the individual strand level, maybe with fractal follicle mapping.

    9. Re:Who will write the software for the bird? by L4t3r4lu5 · · Score: 1

      There's always room for :(){ :|:& };:

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    10. Re:Who will write the software for the bird? by KDR_11k · · Score: 1

      At what point will the hardware capabilities exceed the software we can write?

      More importantly at what point will the hardware capabilities exceed the software we can write on a budget that could reasonably be recouped by the product? And does it even make sense to go that far?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Who will write the software for the bird? by elmartinos · · Score: 1

      You have no idea how fast I can write software that is slow on any hardware in both the forseeable and not-forseeable future.

  10. slashdotted by Anonymous Coward · · Score: 0

    someone please tag the article as /.'ed

    server is already showing a 500

  11. As a former (contract) developer on Project Offset by whiplashx · · Score: 5, Interesting

    4 or 5 years ago, it was basically comparable to Unreal 3. The motion blur was probably the best feature I saw. Fine graphics, but nothing really mind blowing. Having said that, I have not seen what they've done since Intel bought them, but I'm guessing its basically support for Intel's research projects.

    As a developer of modern console and PC games, My Professional Opinion is that there's nothing new to see here.

  12. So... by Anonymous Coward · · Score: 0

    will they actually spend more time on the gameplay now, or is this just a new plateau in making barely interactive movies disguised as games?

  13. Not tied to their parallel HW now... by Anonymous Coward · · Score: 0

    It's no longer hamstrung by Larrabee to it should be pretty cool if it ships, they actually purchased this company a year or two ago. I hope they release the engine because Unreal Engine UDK is now free to develop with and you license when you ship under flexible terms. It'd be nice to get these tools from Intel, until it ships it's just a science project. There are games now which do all of these rendering effects with real game data and very large paged worlds already.

  14. Re:As a former (contract) developer on Project Off by Anonymous Coward · · Score: 0

    Having said that, I have not seen what they've done since Intel bought them, but I'm guessing its basically support for Intel's research projects.

    Why even guess? The article there shows you exactly what they've done since Intel bought them.

    Oh wait, this is /. No one reads the articles.

  15. Re:As a former (contract) developer on Project Off by binarylarry · · Score: 1

    In all fairness, we do tend to browse the pictures.

    --
    Mod me down, my New Earth Global Warmingist friends!
  16. Priorities first! by Stormwatch · · Score: 1

    Attention, developers: graphics are not the most important thing.

    For example, the two Sonic Adventure games for the Dreamcast were imperfect but very enjoyable. Now check Sonic The Hedgehog for PS3/X360. It looked far better, but it had craploads of game-breaking glitches, long loading times, overall poor design, so the reviews were mostly negative. Another example, Doom. Everyone loved the first two games... then came in Doom 3, that looked stunning, but played more like a survival horror game. How can someone take such a wild, frantic, exhilarating series and make something so boring out of it?

    So, first get a game that PLAYS good, then make it look good.

    1. Re:Priorities first! by binarylarry · · Score: 2, Funny

      Oh, so *Doom 3* played like a survival horror game.

      I see.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Priorities first! by Tynin · · Score: 1

      Doom. Everyone loved the first two games... then came in Doom 3, that looked stunning, but played more like a survival horror game. How can someone take such a wild, frantic, exhilarating series and make something so boring out of it?

      That really is a sad statement on how far survival horror games have fallen when someone thinks Doom 3 fits that genre. Doom 3 was just a crappy FPS... walk into dark room, shoot the bad guy that is always positioned in an out of the way corner, rinse and repeat. It was never a survival horror... if I told my wife what you said she would be quaking with fiery, and her ranting would be epic. She and I both miss the glory days of survival horror...

      That said, the rest of your point still stands and I agree with you. Enjoyable game play should always be the focal point that everything else branches off of. Instead what we get are games that are so graphically polished but play more like tech demos showing how pretty the latest and greatest video card can make everything.

    3. Re:Priorities first! by aronschatz · · Score: 1

      Wait, have you played the original Sonic games on the Genesis? If so, how can you say that ANY 3D Sonic game is good?

      Hopefully SEGA won't screw up with Sonic 4. After the crap they continually push out in the Sonic realm, one must wonder...

    4. Re:Priorities first! by Stormwatch · · Score: 1

      Wait, have you played the original Sonic games on the Genesis? If so, how can you say that ANY 3D Sonic game is good?

      The 2D games are overrated anyway: Sonic 1 was fantastic, sure, but Sonic 2 was quite mediocre, Sonic 3 was pretty good, and Sonic & Knuckles was terrible (especially the soundtrack).

    5. Re:Priorities first! by bill_mcgonigle · · Score: 1

      Oh, so *Doom 3* played like a survival horror game.

      In the GP's defense, maybe they finally made that version bright enough so you could see what what going on in the game.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  17. Who are you arguing with? by beakerMeep · · Score: 1

    Who said graphics are the most important thing? Why do people always defensively trot out this argument when advances are made in graphics?

    --
    meep
  18. Re:As a former (contract) developer on Project Off by skyride · · Score: 0

    You will never be able to get a true representation of graphics from a compressed image or video. The only way to truely show it would be something like lagarith or bitmap, or, you know, to actually see it in person?

  19. This is actually quite old... by nickdwaters · · Score: 1

    I've been watching the development of Project Offset for at least 3 years. Sam McGrath and Co. are doing great things. The stuff that was shown was built way before Intel bought into them.

    1. Re:This is actually quite old... by nickdwaters · · Score: 1

      I also would like to add that Red5 Studios is using the Offset engine with a MMO project they have I believe in Korea / Asia.

    2. Re:This is actually quite old... by Zaphod+The+42nd · · Score: 1

      Agreed, this is front page news? I heard about Project Offset easily 3 years ago, and THEN It sure seemed cool.
      And no, Its not just project offset that is that old, those videos and pictures and the whole project offset website hasn't been changed at all in at least a year. Check the video dates.
      So, whats the news? Somebody just heard about it for the first time?

      --
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  20. I must be jaded by Voyager529 · · Score: 1

    So I went to the link in the summary to see the video, and I MUST be too jaded. It looked *exactly* like a level from Unreal Tournament 3. I love that game, so that's all well and good. I'm sure my laptop could render that youtube clip in realtime without a problem. It still seemed fake to me. The movement of the foliage was too "calculated", as was much of the debris when it fell. The camera motion was "too perfect" and looks exactly like what my camera moves look like in After Effects, which bear very little resemblance to what a camera move looks like for real.

    Better than Mass Effect? yeah. Better than Counterstrike/Half-Life/Half-Life 2? you bet. Better than UT3 or Crysis? That, I feel, is debatable. If it's debatable, then I'm not certain that there is a breakthrough here. But that's just me, and I could be completely off-base here.

    1. Re:I must be jaded by gnud · · Score: 1

      The camera path can be set beforehand, and the scene can still be rendered in real time.

    2. Re:I must be jaded by Voyager529 · · Score: 1

      Agreed; that seems to be common practice in video games. The point I was getting at is that the paths seem a little "too perfect", and the motion itself seems a bit linear and calculated. I'm not saying that they need to have Michael Bay program the cameras, but for true photorealism, the camerawork needs to be less computationally convenient.

  21. define movie quality by poly_pusher · · Score: 3, Insightful

    As stated by other posters, "film quality" is misleading. Primarily it refers to resolution and remember many cameras record at up to 4k, so the ability to render in real time at ultra-high res is definitely sought after.

    Currently, the big push in 3d rendering is towards physically based raytrace or pathtrace rendering.
    http://en.wikipedia.org/wiki/Path_tracing
    http://en.wikipedia.org/wiki/Ray_tracing_(graphics)
    Physically based rendering produces a much more accurate representation of how light interacts with and between surfaces. It has always taken a long time to render using physically based techniques due to the huge amount of calculations necessary to produce a grain free image. This has changed somewhat recently with multi-core systems and with GPGPU languages such as CUDA and OpenCL we are about to experience a big and sudden increase in performance regarding these rendering technologies.

    While this game looks great, the engine is by no means going to be capable of rendering scenes containing hundreds of millions of polygons, ultra-high res textures, physically accurate lighting and shaders, and high render resolution. We are still pretty far away from real-time physically-based rendering, which is the direction film is currently headed. So that would have to be what "Movie-Quality CGI" is defined as and this game does not live up to that definition.

    1. Re:define movie quality by im_thatoneguy · · Score: 2, Interesting

      It's also misleading because films can cheat. You can't see something from every angle and cameras don't always have to move through a space so a lot of what you see are flat cards carefully hand painted and positioned in 3D space.

      In the end what really holds back video games is their memory. A small scene can consume in excess of 8GB of memory. That's fine on the CPU where you have a lot of RAM and you can swap back and forth from the HDD. With a GPU you have to load everything into memory which is extremely limiting.

      Renderman which is one of the most popular renderers in feature film production is really a rasterizer with a raytracer slapped on top.

      As long as games can't go through a post-process hand tuned by a team of artists for weeks they'll look inferior to something in which every frame is hand crafted. It's much harder to create a photoreal game than a photoreal movie.

    2. Re:define movie quality by Xyde · · Score: 2, Interesting

      >As long as games can't go through a post-process hand tuned by a team of artists for weeks

      Well I don't know anything about movie production, but I highly doubt they do this. Are you really saying they take their pristine movie output and begin to photoshop it and make adjustments at the frame level? Do you know how laborious that is when you could just, oh, i don't know, adjust the model you already have and rerender those frames? D

    3. Re:define movie quality by internettoughguy · · Score: 1

      Yes, see cinepaint, designed so some poor bastard can sit for hours meticulously painting high bit depth film scans, frame by frame, just because the blue screen guy was slacking off.

    4. Re:define movie quality by im_thatoneguy · · Score: 1

      Do you know how laborious that is when you could just, oh, i don't know, adjust the model you already have and rerender those frames?

      Every day. :D

      Sending something back to the farm means another render. The real work though often isn't fixing something that's wrong it's just giving it that last 10%. Especially with live action integration where the lighting is often close but it's up to the lighting TDs and compositors to finesse the details.

  22. Not impressed by Charliemopps · · Score: 1

    I didnt see anything in those videos that I can't find in most modern games. Also, they say its rendering in real time... So what? You can sit and optimize a scene for weeks before releasing it. It's when you get half a dozen real players running in unpredictable directions and in unpredictable patterns that an engine either shines or fails.

  23. Gameplay by Anonymous Coward · · Score: 0

    Hopefully soon games will render so realistically that no one will be able to tell them from real life. That will hopefully end the obsession with shiny graphics at the expense of all else in games. then finally they can start work on elements like depth of gameplay experience. Or maybe they will just move their attention to smell sythesisers and try and get it so you can smell those burning corpses you fragged with generic first person gun #23. Seems like the movie industry could also benefit from forgetting about shiny CGI a bit in favour of things like interesting plot developement, character depth etc.

    If CGI is so great then why wasn't Star Wars Episode I better than Episode V?

    1. Re:Gameplay by Anonymous Coward · · Score: 1, Interesting

      Well, the problem is that even if the game engines can render and animate photorealistic graphics in real time, you still need the artists to produce the models and textures at the requisite quality.

      It used to be if you wanted a building, you could draw a few walls and slap on a texture. Nowadays, especially if you want destructible physics, you'd practically have to draw out a CAD model.

      I think that's one reason why most 3D full-CGI movies are animated/cartoony rather than realistic. It's too much work to make everything perfectly life-like and you run the risk of falling into uncanny valley if you do it wrong.

  24. Pictures? by incubbus13 · · Score: 2, Interesting

    Okay, so this is slightly off-topic, but something I've always wondered about.

    I can take a 12megapixel picture. And reduce it down to a 12k gif. Or 120k or whatever the compression results are.

    At that point, it's just a .gif. (or .jpg or whatever). The computer doesn't know it's any different than a .gif I created in MSPaint, right?

    So if I open GameMaker 7, and use that photo as one of the frames in my character's animation. By repetition, I could create a character moving and walking frame by frame.

    Right? What's wrong with this?

    I understand that on-the-fly rendering is nice. And that the goal is to get a computer to generate a 'real' picture. But. The difference between a 'great' game and an okay one is the graphics. I could (if I could draw) take a pencil and do one of those black and white sketches that almost looks like a photo, and scan it in and use it too.

    What are the technical hurdles or barriers that prevent someone from just doing this?

    K.

    1. Re:Pictures? by Anonymous Coward · · Score: 0

      You don't play many 3D games, do you?

    2. Re:Pictures? by h4rr4r · · Score: 1

      At one time people did that, see the famous game Myst.

      These days people like moving where ever they want.

    3. Re:Pictures? by am+2k · · Score: 4, Interesting

      Actually, that's how the characters in the older Myst games worked (except that they used this great new technology called "video camera" to get moving pictures into them).

      This was fine in those games, because the viewpoint was always fixed. That's a restriction you don't want to have in current games.

    4. Re:Pictures? by im_thatoneguy · · Score: 1

      Because you can never anticipate every situation you'll need to photograph.

      Let's say you want a walk cycle of your character. Let's say a loop of about 1 second at 30fps. Now you have:
      30 frames.
      Now you want your character to turn so you need it to rotate. Now you have to shoot about 1080 more angles. So now you're up to:
      32,400 frames.
      Oops but now you also need to see this walking character from above or below. Let's say 200 degrees and assume nobody will ever see it from right below the ground. Ok now you are up to:
      6,480,000 frames.
      Now let's say you want your character to walk but you also want to be able to rotate the torso of your character. Let's say you want 100* of rotation at 1* increments. Now you're up to:
      648,000,000 frames.
      But you also need a dark and a light version for even the most crude of lighting views you're up to:
      1,296,000,000 frames.
      But you also need a transition in and out of walking to standing still. That's 2 more animation cycles:
      3,888,000,000

      There you now have the equivalent of about 50 years of video to fit onto a disk somewhere AND it looks like crap since it's shot under a single lighting condition and doesn't fit into any environment. Also you'll never get good blending between animation cycles because you can't mix them. You can't have your character yawn while walking. Or aim both to the left and the right while walking... Every possible angle just multiplies on top of all the previous.

      One interim solution is to instead of taking a 2D picture take a 3D picture. Instead of pixels you capture voxels. These voxels are in 3D space and then you can render your character from any angle. Trouble with voxels is the same as the trouble with your pictures though. If you just capture a single scenario you are then faced with game scenarios where you need the character doing something you never filmed. So then you have to animate your voxels. You also have to light your voxels since you need the character to look like they're in the right 3D space.

      Before too long you're exactly back where you started. Some form of CGI which uses a 3D mesh or Voxel volume rigged to a skeleton lit by 3D lights and rendered by a 3D camera.

      And then you have things like reflections. To really get a realistic scene you need reflections. Most of the modern world is reflective. If you take a picture from one angle you need the reflections to change based on your viewing angle, you can't bake everything onto a surface. So then you need ray tracing. Also not all objects in the world are just opaque you have something like skin which changes its hue and brightness based on backscattering and reflections so you need a high quality approximation.

      What happens if your character jumps forward and then stops and lands. If they have a cloak or such on the cloak should have momentum. You anticipate every action your character will take so that cloak has to be simulated using physics.

      Long story made only slightly shorter: yes you can just use video but you'll be extremely limited. For some applications it works spectacularly well but as soon as you want a third dimension or fluid animation which blends and can do a combination of things at once not pre-programmed it all falls apart.

    5. Re:Pictures? by Jackie_Chan_Fan · · Score: 1

      The problem comes down to dynamic lighting and shading, animation and interaction.

      You cant fake lighting, shadows, and objects dynamically interacting with each other with image sequences. Its just impossible.

      I'm not sure you have thought this thought out fully.

    6. Re:Pictures? by Gulthek · · Score: 1

      Because with 3d animation you can program in your model, program in your model's movement rules, and then that model can make motions that you never specifically animated.

    7. Re:Pictures? by incubbus13 · · Score: 1

      Thanks. This is one of the best answers I've ever seen on here. It should have been moderated much higher. It still seems like photo-realistic textures, or the textures from a photograph, could be used. And...by...being better/more realistic they'd be visually superior to latex-sheen looking CGI. Without 'costing' any more resources than generating that flat shiny plastic look that CGI has (up until the last year or two anyway.)

      K.

  25. Re:Or... by QuaveringGrape · · Score: 2, Insightful

    Or maybe just start supporting OpenGL hardware acceleration? Any day now, Intel...

  26. Boof by Windwraith · · Score: 2, Interesting

    So this means we are going to see games with movie budgets and no gameplay at all...we already do, but the balance will detriment gameplay even further by reasoning of manpower.

  27. linkzzz by Anonymous Coward · · Score: 0

    http://www.youtube.com/watch?v=FpdPWVfaBQs&feature=related

    Three years ago. Combat animations certainly aren't on par with GTA4 (Euphoria) and this demo at least reeks of Oblivion imo.

    http://www.youtube.com/watch?v=jVk1GArKqfo&feature=player_embedded

    New demo is... kinda better. Impressive PhysX(R) (TM)

    1. Re:linkzzz by Pinky's+Brain · · Score: 1

      I assume they use Havok, both Intel owned ya know.

  28. Movie quality? by Anonymous Coward · · Score: 0

    nVidia beat you to it nearly ten years ago, Intel... the GeForce 3 was used to create "Final Fantasy: The Spirits Within" big-screen movie.

  29. reducing implementation time is a good thing by snooo53 · · Score: 1

    Here's the thing. Normal people don't want to spend hours and hours creating detailed 3D models in Blender or whatever. They just want the easiest way to turn their ideas into reality. Reducing the implementation time for a high quality end product, and eliminating the tedious tasks is a worthy goal. It's the same reason normal people don't program in assembly anymore. With the exception of some very specific programs, higher levels of abstraction are almost always better, and this is no exception.

    --
    The sending of this message pretty much inconveniences everyone involved.
    1. Re:reducing implementation time is a good thing by Dalambertian · · Score: 1

      It's been a while since I've heard from these guys. They are following a trend a lot of indie game developers have latched onto: what they lack in terms of budget can be made up with brains. The simple fact is we no longer need to have models crammed with millions of polygons in order to make high-quality assets. I shall have to make the obligatory demoscene reference, here; consider exhibit A: http://www.demoscene.tv/prod.php?id_prod=13374 Also check out the works of Introversion, Eskil Steenberg, and (more drastically) Will Wright's Spore.

  30. So what if it is? by dreamchaser · · Score: 1

    As long as it gets the job done it's an interesting innovation. Real time rendering of game or modern movie quality CGI would be a good thing regardless of how it's implemented.

  31. Where is the AI? by Anonymous Coward · · Score: 0

    I will be in awe when we will have realistic AI. I would prefer a pixelated character with a realistic AI over brain dead but realisticly rendered character.

    I think it is easier to push multiplayer (no need for AI) and realistic graphics than realsitic artificial intelligence.

  32. Re:As a former (contract) developer on Project Off by nacturation · · Score: 1

    Exactly. I've been following now for about four years and they occasionally throw out a few interesting videos and such, but ultimately I haven't seen anything new from their team in quite some time. It was an interesting choice selling out to Intel of all places... I only hope they don't turn it into another Duke Nukem: Forever.

    --
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  33. great graphics, dull games by pydev · · Score: 1

    Game graphics seem to be getting better and better while the games seem to be getting more and more dull. Mass Effect 2 and Bioshock 2 are hardly games at all anymore, they are little more than movies with a fast forward button.

    1. Re:great graphics, dull games by Lazypete · · Score: 1

      Amen !!!

  34. Re:As a former (contract) developer on Project Off by Jackie_Chan_Fan · · Score: 2, Interesting

    I used to work with Sam Mcgrath and I consider him an old friend. I was fortunate enough to be there from the very start of his new engine and see it develop back when there was no company or anything...

    He blew me away years ago with the very basics of its shader editing and render quality. I havent seen newer versions of it in years but... Sam was kicking ass from the start of it.. trust me.

    Sam is an incredibly talented coder, perhaps one of the best and most hard working out there. Sammy, best of luck to you if you see this. And Jon, if you're reading.. and I know you are... Modern Warfare 2 rocked ;P Great job. I'm fucking hooked.

  35. CGI by Lorens · · Score: 2, Funny

    CGI is awful, they could at least have tried for EGA

  36. FINALLY!!!one by AlgorithMan · · Score: 4, Funny

    FINALLY we can have CGI-quality in computer games!
    It was such a pain, when computers couldn't achieve the quality of COMPUTER GENERATED IMAGES

    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
  37. A single comment by Andtalath · · Score: 1

    About avatar annoyed me, they somehow said that there where CGI in it that where so good that you couldn't tell it was CGI. Which isn't true at all if you ask me, all creatures and many plants looked as flawed as most CGI things generally do, heck, the uniform colors where actually worse than what I've seen in several animations earlier (for instance, the raven in the WCIII intro). Also, I'll never get why games should look real, I prefer them to look stylistic, that's more interesting.

    1. Re:A single comment by ErikZ · · Score: 1

      Wasn't the opening scene pure CGI? Where he awakes in the pod?

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
  38. Sound's like a movie I saw with Al Pacino: by Anonymous Coward · · Score: 1, Interesting

    S1m0ne.

  39. facepalm by ShenTheWise · · Score: 1

    Hmm lets see... Intel bought them to make Larabee demos, but now Larrabee is gone, so Project Offset becomes a vague FUD machine to keep idiot analysis thinking that Intel is "doing the video games thingy too".

  40. "Movie quality" is a relative term by George_Ou · · Score: 2, Insightful

    Anyone can claim "movie quality" if we're going by Star Wars Episode 4 (original version) standards. The problem is that movies have obviously gotten a lot better though still not completely realistic. The fact is that real-time rendering will always be vastly inferior to slow rendering because you can throw at least 100 times the hardware and 100 times the time for movie making than any gaming computer. Furthermore, you only need 24 fps for movie making while you need a minimum of 60 fps with an average of 120 fps for a good gaming experience.

  41. Laptops by tepples · · Score: 1

    How about you don't be so cheap

    If I wanted to be cheap, I'd buy a game console.

    and by a dedicated graphics card?

    Where do I plug a dedicated graphics card into a laptop computer?

    1. Re:Laptops by Anonymous Coward · · Score: 0

      I've got a friend who swapped out the video card in her laptop (it supported either a 6600GT or a Radeon of some sort). So it is doable as long as your laptop supports it.

      Of course, if you want to do demanding applications you shouldn't invest in a laptop that uses Intel video anyways. Invest in one that uses NVIDIA or ATI.

  42. Am I the only one who has this comment? by Lazypete · · Score: 1

    I dont CARE about graphics... I mean, I've been playing X-Com for the last few weeks... I want good gameplay, something fun dont need to have uber realist graphics... what would really change something for me is immersion. Give me a nice 3D environment.. and by that I dont mean something more shiny or more realistic on a screen... I want to turn my head and see whats behind me... IMMERSION... not even more realistic graphics... I always tough I would perform really great in shooters if it weren't a question of aiming with a mouse but aiming with my hands!! Give me something to make me feel like im inside the thing... Im soooo bored with those comment "but the graphics are so nice." Yeah so what... Its like the only thing that changes in modern games is graphics... Damn it..

  43. "CGI Quality "means nothing. by CarnivoreMan · · Score: 1

    "CGI Quality" = "Computer Generated Imagery Quality".
    That makes no freaking sense. Its like cable companies saying "Our signal is DIGITAL QUALITY!" I see plenty of poopy lookin JPEGS and they're "digita quality" as well.


    Every game is CGI quality.. its all computer generated. I'm gunna start saying my clothes are fabric-quality.


    Freaking retards (Disclaimer: "Retards" is being used in satire and is in no way implying literal mental retardation)

  44. Not quite there yet... by Grim+Beefer · · Score: 1

    Major advances have been made in real-time rendering previews and game engines, but you'll notice the more you actually get your hands on these that they can't currently do anything too complex.

    The scenes demoed on their website use simple light sources with what appears to be a little bit of ambient occlusion. It's immediately noticeable that the geometry is low poly, and that the texture maps are procedural and tiled. Impressive for sure to be done in real-time, even though I'm not sure what amazing hardware you'd need to perform such a task, but not quite "cinematic quality" anyways.

    . Let's see some real-time full scale global illumination, sub surface scattering, high resolution displacement, convincing reflections and refractions, etc. all done on some complex geometry at a decent resolution with some anti-aliasing before we make such a statement. Even though the bar is being raised for realistic visuals in computer games, that bar is also being raised in CGI for films...

  45. Project Offest has been around for YEARS! by gecko2222 · · Score: 1

    This is ridiculous. I've been following the development of "Project Offset" since about 2006, when I was still in highschool, before they were bought by intel. Back then, those graphics looked pretty good alongside something like Half-Life 2, and honestly they still look pretty good today. And yes, they have come up with a technique to render CG quality graphics in real time. Find the video of the Dragon, or of the character fighting the troll, if those videos still exist. You'll see what they're talking about.

  46. Your sig... by marcosdumay · · Score: 1

    ... does not seem to fit the maximum lenght requirement. Please report to Commander Taco.

  47. "Real time"? by Cur8or · · Score: 0

    As long "real time" is not a real media - quicktime hybrid.

    --
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  48. Looks like Overgrowth by DeVilla · · Score: 1

    I guess I'm not that impressed. I saw the same thing months ago from an indy developer. The sample footage of the editor looks like the in game editor that wolfire is putting in Overgrowth. Look at 5:17 in http://www.youtube.com/watch?v=taX4h3UajBc They've improved their editor a lot since then.