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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."

16 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 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."

    2. 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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    3. 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. 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.

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  3. 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.

      --
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  4. 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/

    --
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  5. 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.

  6. 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/).

  7. 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.....

  8. 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)
  9. 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"

  10. 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?