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."
They've discovered the hidden secrets to rendering Academy Award winning films such as "Gears of War" and "Crysis."
Congrats Intel dev team!
Mod me down, my New Earth Global Warmingist friends!
... now they can pump out crappy movies that have quality CG faster than ever before?
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 can there be any doubt that realtime rendering will approach the quality of today's offline rendering when computing power grows exponentially?
now there we have an accurate statement: "Computer Generated Imagery" quality graphics
"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.
I'm a good cook. I'm a fantastic eater. - Steven Brust
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.
Never. More hardware means programmers can get away with writing less efficient code.
Oh, so *Doom 3* played like a survival horror game.
I see.
Mod me down, my New Earth Global Warmingist friends!
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.
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.
Or maybe just start supporting OpenGL hardware acceleration? Any day now, Intel...
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.
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.
CGI is awful, they could at least have tried for EGA
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
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.