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Revolution in Graphics?

wilton writes "A technology genius has Silicon Valley drooling - by doing things the natural way, writes Douglas Rushkoff in today's Gaurdian. This project has been going on for a couple of years now, they have demo's for Windows and Be. The ideas is to not use rendering and polygons to create scenes. Instead build it up from a molecular level, with apparently amazing results. "

2 of 164 comments (clear)

  1. Constructive Solid Geometry by cd-w · · Score: 5

    /begin{rant}
    Constructive Solid Geometry (as used in POV etc.) is also an alternative to polygon-based rendering.

    For those that don't know about it, with CSG the scene is built up from primitive blocks (e.g. cones, spheres, cubes, rods, etc). More complex objects are made by using boolean operations (AND, OR and DIFF) on the primitives. For example, a ring can be made by subtracting (DIFF) a rod from the centre of a sphere. Solid textures can be applied to the resulting objects, and raytracing can be used to produce shadows, reflections, transparency, etc.

    Unfortunately, CSG and raytracing seem to have been overlooked by the graphics card manufacturers. The new effects proposed by 3dfx (motion blur, soft shadows, etc.) can be achieved very simply using stochastic raytracing. Raytracing has a reputation for being very processing-intensive, but I am convinced that it could be done efficiently in hardware, and the quality of the graphics would be far greater than polygon rendering.

    In relation to the article - the Psi technique looks interesting, but seems to have very limited scope for application. IMHO, graphics card manufacturers should look at raytracing and CSG instead.
    /end{rant}


  2. Signal/Noise=0 by jonathanclark · · Score: 5

    Don't bother reading the article. It contains no real information and it's obvious the reporter is dancing around the subject.

    I don't know exactly what is being refereed to here, but many alternatives to polygon rendering have been around for ages. Simulation of the light reflection/refraction at the molecular level has been an ongoing area of research in the graphics community. The problem is as you get closer to real-life, exponentially more processing power is required. We can only hope for better and better approximation methods. Further, the fundamental laws of physics governing lights at the quantum level are not fully understood.

    I'm highly skeptical that a 22 year is doing any work in this area. This work had very little application in the real-time graphics community, why should Nintendo be interested?

    Perhaps they are referring to voxel rendering, which can be done in realtime and a more likely project for a 22 year old to undertake (who hasn't?) A large problem with voxels is the amount of memory required, so either the shapes must be generated on the fly procedurally or it must be compressed using curves/wavelets or a combination of both. The article mentions "parabolas and ellipses," so this might be what is being talked about? Voxels are in no way a representation of something "on a molecular level."

    I'm impressed the reporter managed to write such a long article without saying anything.