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Making Graphics In Games '100,000 Times' Better?

trawg writes "A small Australian software company — backed by almost AUD$2 million in government assistance — is claiming they've developed a new technology which is '100,000 times better' for computer game graphics. It's not clear what exactly is getting multiplied, but they apparently 'make everything out of tiny little atoms instead of flat panels.' They've posted a video to YouTube which shows their new tech, which is apparently running at 20 FPS in software. It's (very) light on the technical details, and extraordinary claims require extraordinary evidence, but they say an SDK is due in a few months — so stay tuned for more." John Carmack had this to say about the company's claims: "No chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging."

36 of 291 comments (clear)

  1. Yeah, and I am a Pony by bky1701 · · Score: 3, Insightful

    The "goal" of crazy people who don't actually understand computers has always been to make graphics (and sometimes logic) based on "atoms"/particles/etc. The problem is not that it can't be done - anyone who has ever used a 3D modeling program with fluid dynamics has that power right in front of them - the problem is that it can't realistically be done in real time with our technology. Hell, it can't realistically be done pre-rendered without a supercomputer.

    So sure, it could make it '100,000 times better.' No one is really debating that, and it isn't news to anyone who knows the first thing about graphics. What would be news would be hardware that better supported it. Somehow, I don't think that's what we have here. Notice the lack of specifics as to what KIND of graphics they seek to improve.

    Looks like the Australians just got scammed for 2 million.

    1. Re:Yeah, and I am a Pony by iinlane · · Score: 2

      Seen this video few years ago - definitely a scam.

    2. Re:Yeah, and I am a Pony by gutnor · · Score: 2

      They claim they can do in realtime what you say is impossible. Now, if you don't actually have any technical argument, I'll take the view of an expert: John Carmack does not think it is a scam. That said, there are big always big challenges to go from the tech demo to the finished product for sure and they are unlikely to make it especially in the current game market which is already struggling to create content.

    3. Re:Yeah, and I am a Pony by DJHeRobotExVV · · Score: 3, Informative

      They claim they can do in realtime what you say is impossible. Now, if you don't actually have any technical argument, I'll take the view of an expert: John Carmack does not think it is a scam. That said, there are big always big challenges to go from the tech demo to the finished product for sure and they are unlikely to make it especially in the current game market which is already struggling to create content.

      Here, kid, as an actual graphics programmer, I'm translate Carmack's producer- and marketing-approved Twitter into plain, run-of-the-mill English for the simple-minded:

      Statement: "No chance of a game on current gen systems, but maybe several years from now."

      Translation: "No chance of a game on current-gen systems, nor what will be the next generation, as Wii U devkits have already been seeded to developers and it'd be foolish to think that Sony or Microsoft are very far behind. Insofar as nobody, not even me, can really predict what the game industry will be like in a year let alone several years, it's a pretty safe bet to say that it will *maybe* happen several years from now."

      Statement: "Production issues will be challenging."

      Translation: "It will be quite difficult to produce any real game out of this, being as it clearly appears to lack any shading model other than simple diffuse lighting and don't appear to have any kind of programmable materials pipeline whatsoever."

    4. Re:Yeah, and I am a Pony by snowgirl · · Score: 3, Insightful

      5:45 - he makes the claim that real-world scanned objects can't be used in games because the resolution is too high. This is completely false. Game developers have scanned objects for a long time, and even more often, made extremely high resolution models on purpose. The models are then lowered in resolution down to a usable form, and the differences between the low-res and high-res models is compiled into a normal (bump) map. This is how almost all first person game textures are made these days. (The benefits of this process are mainly surrounding the better efficiency of textures in holding the depth data than polys, especially at varying distances where complex geometry results in extreme aliasing, and the fact that high-poly models cause serious issues with more advanced lighting schemes.) To make the claim this guy just did is highly suspect.

      So, what you're saying is that people scan real world objects, but don't actually use those models in games... so... once one accounts for market speak "you can't use a scan of a real-world object in a game [without dropping enough detail so that you're not using the original scan]."

      --
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    5. Re:Yeah, and I am a Pony by kvezach · · Score: 2

      This looks a lot like sparse voxel octrees. As a concept, SVO is nothing new at this point, and id has been considering using it as part of their id Tech 6 engine.

      A sparse voxel octree is basically a hierarchical structure for points in 3D space. The advantage of using a hierarchical structure is that you can stop looking at any time, and so zooming works very well: you just traverse the tree until you get so far down that further detail won't be visible, then you render. If the player moves closer, that simply means you'll go further down the tree, but you'll cover a smaller space so the load doesn't really change.

      Now, the sparse voxel octree both gives and takes away. It enables detail at all scales, but since the structure is hierarchical (log n insertion and deletion, AFAIK), moving large numbers of points about is going to be really hard, not to mention actual deformation or changes of the objects themselves. One would probably use an SVO to show world detail: landscapes and "3D textures" - and then use simple polygon skeletons for collision detection, moving critters around, etc.

      Sparse voxel octrees work, and they work very well on the kind of static-but-detailed data shown in the demos, so it seems quite likely that's what they're doing. But sparse voxel octrees aren't New And Revolutionary Unique Technology only available to the Australians here. Here's an nVidia demo, another demo (not by nV), and an example of the kind of tricks you can do by combining SVO and procedural generation.

    6. Re:Yeah, and I am a Pony by Archibald+Buttle · · Score: 2

      I do get your skepticism...

      Thing is though, some members of the demo scene have been doing really impressive things with particle-based rendering systems over the past few years.

      To see what can be done, you should check out the demos "Ceasefire (All falls down)" and "Numb Res" by CNCD & Fairlight. They both make very heavy use of particle-based rendering engines - the latter features a rather long section of real-time particle-bsed computational fluid dynamics simulation - the kind of stuff that one tends to think is the domain of pre-rendering on super-computers. When I saw it my mind got conclusively blown.

      If you want to read about it check out the blog of their lead graphics developer/researcher.

    7. Re:Yeah, and I am a Pony by robthebloke · · Score: 2

      It would be interesting (to me, as a graphics programmer in the games industry), if they stopped bullshitting. The claims in that video, when writtten down, are absolutely absurd. 20,000Gb of Ram. That's right. 20,000Gb of ram (at least!) to store the number of 'atoms' they claim they are displaying. Now, that simply can't be true - so they must either have left out a hell of a lot of information (such as, we are drawing the same object 20,000,000 times, or we are throwing everything at some procedural geometry shader), or they are out and out lying.

      The claims made by the Intel demo were always realistic. Most of the implementation details were described, so that you could say "ok, it's good for that, not so good for that". Now listen again to the claims in that video. "Trillions of polygons", "Trillions of objects", "Infinite levels of detail", "all @ 20fps", "Simple tool to magically convert polygons (that we've been lambasting for the last 5mins) into an infinite detail point cloud (thereby adding detail to the mesh that was not there to begin with? WTF?)"". That video has lots of figures, without any believable facts. This is a hoax, or an exceptionally ill-advised way to generate developer interest in their middleware (if it even exists at all - which I doubt).

    8. Re:Yeah, and I am a Pony by snowgirl · · Score: 2

      No, they don't use the raw point cloud models, they perform some processing first. And I doubt these guys use unprocessed point clouds for their engine either, so it's a ludicrous claim.

      Their specific claim is that they are using point clouds. My thoughts are that if you strategically collapse points of the model (like a dynamic LOD sort of thing) that you could feasibly accomplish something similar to what they're doing.

      I mean, seriously, they're talking about large point fields for grains of sand... if that were true, then why wouldn't they be able to use a raw point clouds from scanned objects?

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    9. Re:Yeah, and I am a Pony by smallfries · · Score: 4, Insightful

      The idea that they've come up with a new LoD algorithm for point cloud data is reasonable. It would then allow their ridiculous claims to be (technically) true about the size of datasets. But, if everything is held procedurally then it must have a low complexity description in order to compress that vast dataset (say 20,000Gb) into something that can be processed. Low-complexity descriptions tend to exist for highly regular geometry, and if you look at their demo they appear to have very high detail objects in a very coarse, regular and repetitive mesh to the extent that when they zoom out it looks like Minecraft.

      No need for it to be a hoax, I'm guessing that they can make horrific looking (regular, craply lit, static) graphics as they claim in the video with the projected datasizes they refer to. What they gloss over is that it can't just be translated onto a real level design and scaled up to the level of complexity that you see in real level design.

      It would be kind of like me saying "hey, I can draw circles at an infinite level of detail, equivalent to trillions of line segments. Can't draw more complex shapes like faces yet though....."

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  2. All is not lost by Jarryd98 · · Score: 2

    They've definitely proved they're capable at:
    - Hiring the most annoying voice over guy.
    - Over use of the word 'unlimited.'

    Thankfully they have UNLIMITED POWER at their disposal to prove any further developments.

  3. The company got back to me by trawg · · Score: 4, Interesting

    (I submitted this article) I fired off a request for more information from the developers about this and they got back to me indicating they're willing to answer some more questions, so I've summarised some of the main ones that I've seen around the place.

    We're based in the same city as this company (Brisbane, Australia) so I'm hoping that I might be able to actually go out there and eyeball this stuff myself to get a feel for it (and possibly drag along a graphics programmer to do some grilling).

    1. Re:The company got back to me by Suiggy · · Score: 4, Interesting

      Don't bother, they're taking credit for other people's work. You want to know how their technology works? Here's a couple of research papers:

      http://research.nvidia.com/publication/efficient-sparse-voxel-octrees-analysis-extensions-and-implementatio
      http://artis.imag.fr/Publications/2009/CNLE09/

      Want some source code? http://code.google.com/p/efficient-sparse-voxel-octrees/
      Want a video? http://www.youtube.com/watch?v=HScYuRhgEJw

      Euclideon is just spinning up the marketing bullshit and trying to make a profit off of it all. They don't even have good lighting, they're just doing forward shading for each voxel ray-cast intersection using diffuse lighting with a single global point light source. And they haven't demonstrated robust animation yet.

      Guess what, it is possible to animate voxel octrees, but Euclideon never came up with the method either. Some researcher in Germany came up with a working solution for his bachelor's thesis: http://www.youtube.com/watch?v=Tl6PE_n6zTk

    2. Re:The company got back to me by gmueckl · · Score: 3, Interesting

      The technology is rather related to point cloud rendering which is about 10 years old now. This is the most clever implementation of point cloud rendering that I am aware of and it is pretty cool: http://graphics.stanford.edu/software/qsplat/ It renders amazingly fast.

      It has its shares of problems including requiring a lot of precomputation and as far as I know noone was able to do proper anitaliasing on point clouds. Texture interpolation in the traditional sense has also not been solved to my knowledge because with these point clouds all you can do is give individual points colors, so you will always have hard edges between points. Those two combined result in a lot of visual noise that destroys the illusion in the demo videos that I have seen so far.

      --
      http://www.moonlight3d.eu/
  4. Re:Libraries of Congress? by rbrausse · · Score: 2

    one Sri Chinmoy Library

    (1 LoC [= 147M items] / 100000 ~ 1 SCL [~ 1.5K items])

    hope this helps,

    sincerely yours

  5. Re:In other news... by wierd_w · · Score: 2

    High quality voxel graphics with dynamic deformation would allow a whole new level of user-generated content.

    Imagine something like world of warcraft meets second life, but without all the furries. (Something where if you take a shovel, and dig, you can dig up rocks, and other bits-- or even bury loot, or build a house out of ambient materials, and have it be persistent.)

    Some people might complain that it opens the doors to world vandalism ([sarcasm]Oh dear, somebody wrote the word "Penis" in 30 foot letters on the ground by making trenches! They even drew one next to the word! Oh, think of the children! [/sarcasm]) but I think such vandalism would actually allow a richer and more dynamic character interaction to such a world, because it would motivate people to go clean it up.

    Think-- sandcastles at the beach, Footprints in the sand, and other immersive details that could result.

    The idea here is not to try to entertain the user directly, but to supply the user with what they need to entertain themselves, or others.

  6. Nomenclature by neurosine · · Score: 2

    Aren't they simply calling pixels atoms, and rasterizing images, as opposed to vectorizing them? I fail to see any novel technology. I'm happy to listen though if there is something involved I missed.

  7. I call bullshit by Sycraft-fu · · Score: 5, Insightful

    If they really could do realtime graphics that were "100,000 times" more detailed than current stuff, they'd do one of two things:

    1) Release a demo so people could actually try it and see it working on their systems, to prove it was real. Or more likely...

    2) License that shit to a company in the industry. Intel would be extremely interested if it ran on CPUs as they'd love for people to spend more money on CPUs and none on GPUs. Any game engine maker would be extremely interested either way. Wouldn't matter if things still had to be hammered out, at the point they claim to be, that would be more than plenty to sign a licensing deal and get to work.

    So I'm calling bullshit and saying it is a con. This is classic con man strategy: You show a demo, but one that is hands off, where the people watching only get to see what you want them to see and don't actually get to play with your product. You make all sorts of claims as to how damn amazing it is, but nobody actually gets to try it out.

    This has been a con tactic for centuries, I've no reason to believe it is any different here.

    So to them I say: Put up or shut up. Either release a demo people can download that will let them see this run on their own systems, or get a reputable company to license it. If Intel comes out and says "This is for real, we've licensed the technology and will be releasing a SDK for people as soon as it is ready," I'll believe them, as they have a history of delivering on promises. So long as it is some random guys posting Youtube videos, I call bullshit.

    1. Re:I call bullshit by ThirdPrize · · Score: 3, Insightful

      On the vague off chance it is real, the last thing they would do is release a demo. The first thing everyone else would do is reverse engineer it and rip them off.

      --
      I have excellent Karma and I am not afraid to Troll it.
  8. Other voxel engine by binkzz · · Score: 4, Interesting

    This russian guy made his own voxel engine as well, which I believe is hardware accelerated and also pretty impressive: http://www.atomontage.com/

    --
    'For we walk by faith, not by sight.' II Corinthians 5:7
  9. Re:animaaaation by daid303 · · Score: 5, Informative

    Which is the whole trick, this was shown off at least a year ago, it pops up now and then.

    The tech precalculates a LOT, for that it needs static model information.
    The site of the creators is http://unlimiteddetailtechnology.com/

    http://forums.tigsource.com/index.php?topic=11624.30 they talked about it last year.

  10. Re:Voxels by XDirtypunkX · · Score: 4, Interesting

    This is probably not actually what is generally called "voxels", but a hierarchical point cloud system consisting of points on the surface of objects, rendered via some kind of weighted splatting mechanism. There was a lot of research into such systems for visualising some of the very high resolution point clouds coming out of digital laser scanning systems (for example QSplat, which came out of the Digital Michelangelo project http://graphics.stanford.edu/software/qsplat/).

  11. Re:Welcome to Australia. by dakameleon · · Score: 2

    1) except the games industry is bigger than Hollywood by far
    2) The department that provided the funding looks to be Commercialisation Australia, which seems to basically be a government-backed VC-like operation - I can only imagine that exists because of the paltry VC in Australia.

    --
    Man who leaps off cliff jumps to conclusion.
  12. Will this start the old discussion? by Robert+Zenz · · Score: 2

    I see this as the equivalent of FLAC vs MP3 - yeah, sure it's definitely contains more information but at the cost of storage size and, in the end, 99% of people won't actually care.

    But FLAC sounds so much better then 512Kib/s mp3 with my $ 15 headphones and on-board soundcard!

  13. Re:In other news... by ShakaUVM · · Score: 2

    >>High quality voxel graphics with dynamic deformation would allow a whole new level of user-generated content.

    Yeah, that would actually be pretty damn neat. None of what they showed was dynamic, though.

    About 10 years ago, when I was doing a lot of work with voxels, I'd arrange all the voxels in an octree and could adjust the framerate/detail simply by how far down each object's octree I'd traverse. I could have large, coarse voxels, or small, precise ones, adjust for distance from the viewer, and so forth. It worked out pretty well. They even made hardware voxel accelerators.

    These Australian guys are claiming they're doing doing voxels, but whatever the hell their "little bitty atoms" tech means then, it looks awfully familiar to me.

  14. Re:In other news... by XDirtypunkX · · Score: 2

    They say quite clearly that their little bitty atom tech is based on point clouds (not voxels).

  15. Re:In other news... by robthebloke · · Score: 2

    Allegedly they have 21 trillion atoms in that scene. Now pardon my skepticism, but if that's say 1byte per 'atom' (a massivey concservative estimate), then you'll need about 20,000Gb of data storage alone. Now. They are either a) lying, or b) bending the truth massively (i.e. we only have 1 model, instanced 200,,000,000 times). They also claim that they can convert a polygon mesh into a point cloud. Well. That's not hard to do, but you will be inherently limited by the detail of the original mesh, so it's still going to have the same jaggies as before. i.e. It won't look much different

    They also claim that 'poly counts are pretty low in games'. Well. Compared to the raw number of triangles your average geforce card can theoretically process, that's very true - mainly because the pixel shader cost tends to be the biggest bottleneck in graphics at the moment. I can't see many ways this tech would be able to reduce that burdon to be honest.

    Imho. This tech is nothing more than vapourware (or more likely, just some lame youtube troll spouting some unrealistic nonsense over a video pre-rendered out of 3ds max).

  16. Re:In other news... by orange47 · · Score: 2

    of course much of the atoms are the same, and you don't see them all at once. most of it is calculated, somewhat like fractals. so you don't really need as much storage.

  17. Re:In other news... by robthebloke · · Score: 4, Informative

    Ok, so we don't see them all at once. To be honest, if a middleware company can't write a furstum cull, they would be closed by now!

    But what do they do then when they are not seen? Sod off for a holiday in the cloud? Seriously. I think you are missing the point. Where the hell is this data being stored, and what is the size of the data set? It's got to be in memory *at some point*, and hard disk if it's not. So how much ram/disk space will this thing use exactly? Ok, so 'most of it is calculated, somewhat like fractals', well ok. But which bits? Are the trees fractals (or L-systems maybe)?. Just the leaves? The Models of the rocks they have scanned in? The 3ds max models they have converted to point clouds? The whole island? Answers to these questions need to be provided before any games developer would even bother looking at this tech. Either it's all procedural (in which case it's utterly useless for game designers), it's primarily procedural (in which case the art director will struggle to achieve a consistent look), it's partially procedural (which will annoy the modelling & texturing departments), or it's a load of made up lies. I'm erring towards the latter.....

  18. Re:In other news... by war4peace · · Score: 4, Interesting

    Procedural generation works better than you would expect.
    Look at these two examples: .debris (http://91.202.41.234/debris/) and .kkrieger (http://91.202.41.234/kkrieger) - they occupy virtually no space, are lengthy, interactive and perfectly playable on any modern machine with average CPU capabilities.

    --
    ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
  19. Re:In other news... by Joce640k · · Score: 2

    There's an awful lot of object instancing in their videos (same object repeated multiple times).

    The numbers they're quoting are the number of 'atoms' you see on screen, not the number of atoms in the computer's memory.

    --
    No sig today...
  20. Re:In other news... by ifrag · · Score: 2

    Compared to the raw number of triangles your average geforce card can theoretically process, that's very true

    And no mention from the video about what kind of hardware is powering that humble 20fps "real time" preview. Even if we accept that statement, if it takes a supercomputer to get to 20fps that's not going to have much market. Given that this tech is totally different from where the industry is going, they should probably be talking with NVidia / AMD about what the hardware can help even make it feasible. Carmack is right, the hardware just simply isn't there, and for that matter is not even trending that way.

    it's still going to have the same jaggies as before

    I'm guessing they can at least do some post-processing steps to smooth it out a bit. Some kind of curve matching or something, doesn't sound impossible and has all the time it needs to grind it out. Or possibly just simple human post-processing on the "low detail" imports, as that's probably how they did it for this demo.

    --
    Fear is the mind killer.
  21. Re:In other news... by thePowerOfGrayskull · · Score: 3, Interesting

    Something where if you take a shovel, and dig, you can dig up rocks, and other bits-- or even bury loot, or build a house out of ambient materials, and have it be persistent.

    Yeah, that'd be awesome. A game where you could mine and craft all kinds of stuff... what to call it...

    I don't know about you but I would call it "Nethack"

  22. Re:In other news... by RobbieThe1st · · Score: 2

    I think this is all just a ploy to provide Intel with a market for their Knights Ferry chips -- this won't run on GPU hardware on current systems apparently, so you need CPU might. Where do you get that? Knights Ferry, obviously.

    Still, it sounds very cool, if only for statically-rendered stuff like wallpapers and movies.

  23. Re:Unfortunately for us gamers... by Monchanger · · Score: 3, Interesting

    Most games recently just kind of suck and rest upon the shoulders of innovative graphics. This does not make me hopeful for the future of gaming.

    Generally speaking, I'm in agreement on the suck part, but hold on a second there with the conclusion. If this technology is real and games do see a massive jump forward in graphics, wouldn't that allow for an end to each successive title needing to simply out-polygon the competition? Isn't it equally likely this would force a paradigm shift, where if nothing else art- real art, would supplant technical graphics specs?

  24. Re:In other news... by grumbel · · Score: 2

    they occupy virtually no space

    That's not exactly true. While they require almost no disk space, they do require quite a bit of RAM. Just because all the textures and models are procedurally generated doesn't make the need to store them go away. If things would be dynamically generated each frame in a geometry or pixel shader things might look different, but that is a whole lot more complicated then just procedural generation.