
Short clip here: http://www.amd.com/us-en/assets/content ... by_S04.swf
Developer explaining the voxel based rendering using ray tracing:
http://www.youtube.com/watch?v=ROAJMfeR ... re=related
(Click on "watch in high quality")

monkeyman wrote:which one on youtube?
jogshy wrote:The voxel technique is referring to that cubemap grid array, nothing more nothing less.



cignox1 wrote:I saw this a couple of days ago and well, I still have to find the words to describe it![]()
I wasn't able to understand what that guy said in the video (my bad english, and the low quality sound of my notebook speakers), so if anyone feels like giving here a short overview I would apreciate. I'm particularly interested in the lighting: what is dynamic and what is not.
And what is all that voxel thing? Should this card be supposed to render such things with traditional techniques as well? I'm concerned about memory required by a voxel approach, but I don't really know how they did that...
"What you are seeing here, is a frame from the animation you just saw, that's similar to (...)
So the first thing I'm gonna notice is that this isn't really, that's a video, we can look around, we can see the set that we've built,
in fact it is, it's a set, you can see it's really ...
When we first showed the clips of what we were doing, some people thought
... was film, and it's not, it's completely completely ... scene, created by our team.
And you could see here, this is the relighting portion of the rendering pipeline,
this is really, this is a very early (seizure), a preview of what we're doing with this Ruby demo.
So you're seeing only the second (path) of the Cinema 2.0 rendering pipeline, the relighting portion of it.
I can drag ...different layers ... global illumination, photon maps, diffuse (lighting) or in this case,
complete control over the scene reflections.
And this is a really novel way of rendering graphics, we're not using any polygons.
and the thing that (makes) it very different from this, the (simple) relighting demo, is that
every single pixel you see in the scene has depth and it's essentially renderable as voxels.
We also have the capability of controlling every aspect of the exposure in the lighting pipeline
and requires........
.... to be an impact in the rendering of any scene
So one of the things that is key in voxel based rendering is ray tracing, ...
and the other element is compression, because these game assets are enormous.
One of the things that's very exciting about the latest generation hardware..........
So we're able to compress these data sets, which are pretty massive, down to very reasonable components
and we think that we can stream
...
essentially a fully manageable, relightable, completely interactive scene
and that's the ... of 2.0
we've heard about the technology ...
jogshy wrote:I don't thik all the scene are voxels... If not, the meshes's appeareance should be square.... and I see plenty of curves there.
Perhaps the scene is ray traced indeed... just using an uniform grid as spatial structure... but I'm still thinking that he's referring to the humus GI technique.... the marketing guys just went crazy pronouncing the cursed word...
davepermen wrote:check this forum for raytraced voxels and you'll learn the meshes would not look squarish.. (there are some pics of a voxel-rendered car on here)
davepermen wrote:talking about this one: viewtopic.php?f=6&t=793
Ray Tracey wrote:jogshy: the "scorpion" demo and the "street" demo or not related. They were created by different people (scorpion by David Fincher and street by Jules Urbach).
toxie wrote:btw: is it david fincher like in se7en??
http://latimesblogs.latimes.com/technol ... s-tha.htmlThe scorpion demo was made by the film director David Fincher (director of "Fight Club") on a computer. Was it a video game? An interactive movie? AMD wouldn't say. But it looked scarily real.
jogshy wrote:davepermen wrote:talking about this one: viewtopic.php?f=6&t=793
That's the one I posted... Squarish on zoom as I said...And even if you don't zoom it... you can see the voxelization near the front lamp.... And also in the joints of the different metal parts...
davepermen wrote:all the stuff from ati is eighter far away, or in a very lowres pixelated swf video. you wouldn't notice any pixelation on the car in those two situations.... it's just that one can't judge it from the actual available material, which is very bad in quality.
If he rejects we can show him scorpions... and not voxelized... pretty real ones Ray Tracey wrote:. BTW I found an interesting video about rendering enormous scenes at interactive framerates with voxels here http://youtube.com/watch?v=rHGCGnwBheY . They describe the method in this paper http://www.crs4.it/vic/cgi-bin/bib-page ... i:2005:FV'
jogshy wrote:davepermen wrote:check this forum for raytraced voxels and you'll learn the meshes would not look squarish.. (there are some pics of a voxel-rendered car on here)
LEt's zoom it...
<snip>
Ooopz!S.Q.U.A.R.I.S.H
![]()
That can't be pure voxels... if not, when the scorpion's sting is zoomed we could see the squares... must be other technique.
And this is a really novel way of rendering graphics, we're not using any polygons.
and the thing that (makes) it very different from this, the (simple) relighting demo, is that
every single pixel you see in the scene has depth and it's essentially renderable as voxels.
gfyffe wrote:Judging by this quote:And this is a really novel way of rendering graphics, we're not using any polygons.
and the thing that (makes) it very different from this, the (simple) relighting demo, is that
every single pixel you see in the scene has depth and it's essentially renderable as voxels.
I call:
"Relief Mapping of Non-Height-Field Surface Details"
http://www.inf.ufrgs.br/~oliveira/RTM.html
Notably,
http://www.inf.ufrgs.br/~oliveira/pubs_ ... 3D2006.pdf
and
http://ati.de/developer/i3d2006/I3D2006 ... uk-POM.pdf
Originally Posted by trinibwoy
Isn't the background static and only Ruby, the taxi and the robot being rendered by the card? Thought I saw something along those lines when the video first appeared. No. In fact the demo stops and you can fly through this area.Originally Posted by kyetech
EDIT: Notice that on that given frame the camera stays in a fixed location looking around the city. Much like those stupid 3d pictures on quicktime?No, you can move around the city area and the lighting can be changed as well.jogshy wrote:Ray Tracey wrote:
But there is a thing I cannot unsderstand... Why ATI launched that demo relying on a 3rd party programming and 3rd party production(like JulesWorld or Fisher)... and not just make the demo inhouse with people like Vlachos, Tatarchuk, etc... It's a bit strange, indeed.
toxie wrote:yup.. to be honest, the Medusa thingie did not impress me at all..
One of the things that's very exciting about the latest generation of hardware ...
is that we can now write general purpose code ... that does wavelet compression.
So we're able to compress these data sets, which are pretty massive, down to very reasonable components
and we think that we can stream them down.
Voxels and Curves
FS: You mentioned voxels and you're doing some research on that, do you think 3D hardware companies should be working on voxel acceleration? And what do you think of the voxel games that have come out, like Delta Force?
John: The Voxel stuff in software… I've written a few voxel engines at one point, actually the early version of Shadowcaster, Raven's Origin title, actually had voxel floors in it at one time. But we wound up taking that out when we rewrote the stuff to be more polygon based. There are some real advantages to voxel representations of things, because it gives you complete texturing and detail geometry in many ways. But I did these two voxel engines at the beginning of Quake III and it got to the point where I thought that I could almost make them run in software, but it would be at a fairly low resolution and compared to what you could do, at that speed with hardware polygons, it doesn't pay off in that case.
I did do an analysis of what the memory access patterns would be and everything; you could do a voxel ray-tracer in hardware with drastically less hardware than what we're actually using right now for all the triangle rasterizers and I think it could be a much more compelling visual representation in a lot of cases. But it's gonna be really difficult to see, I almost hesitate to tell people to pursue something like that. I know that I did some walkaround demos and everything, but the reason the PC industry is as good as it is right now in hardware is because we all had the example of SGI to look up to. We had working existence proofs of "this clearly works, look they've done it" and then it's just a matter of matching and then exceeding their performance.
To recommend something completely different, like saying "You should go have your fab make you a voxel chip, you should just go try this, spend millions of dollars on this," I'm really hesitant to do that because we don't have a complete existence proof that says this is a necessary and sufficient rendering primitive to do a complete engine or something with. Now if somebody did do a voxel caster there, you could go ahead and get depth value and intermix it with current triangle stuff and that would be an interesting intermediate step, but I honestly don't think it would take that much hardware, and someone right now, in this time of chaos when everyone's crazily trying to diversify their product, maybe someone will try something like that, just on a lark, because they're just fumbling around for something to do.I think there are some potential good things there, but I can't conclusively say this is the future direction, because while it works really well for environments, and there's some great stuff you can do with that, it's less clear how well it works for characters. You wind up saying, "well maybe you have to build them in a deformation matrix around them, and then when you raycast into it bend the rays as it hits the deformation lattice." But I haven't written a software version of that. I'd be hesitant to tell someone that this is clearly a good idea until I can present a simulation showing that it works, and that it looks more impressive than anything you can do directly. And that's not on my schedule right now to spend the time to do because I've got a couple of things that are immediately pressing in terms of research.
auld wrote:How do you justify that with "there are no polygons in this demo" ?
Auld
gfyffe wrote:auld wrote:How do you justify that with "there are no polygons in this demo" ?
Auld
I'm thinking, "no polygons" is marketing speak for "the detailed geometry is not achieved using polygons". I don't think "no polygons" literally means "no vertices or faces were sent to the graphics card". I mean, with the layered relief map stuff, you render an entire 3D puppy dog with 1 polygon. You could do a car with 1 polygon, etc. The polygon only exists to get the card to perform the depth-map-based shader on a particular area of the screen, and does not otherwise represent geometry, so I would not be surprised if marketing decided that means "no polygons"However, that's only my guess. Could be something completely different going on here.
Phantom wrote:Some more info:
http://www.tgdaily.com/content/view/38145/135/
Sunday, June 01, 2008
Graphics Processors (GPUs) Revisited
Another Telecosm brought another great talk by Jules Urbach. Hew as showing some new stuff (I even do not know I I can share it here, as he was requesting the cameraman to stop taping what was on the screens a number of times...). But anyway. You know - they have full ray tracing in the GPU. And he was showing how his models perform on stage. OK, I mean the computerized models of virtual reality. Humans with skin modeled several layers deep... some reflective, some absorbing different parts of light spectrum, with veins and bones below them... Or a model of the SpiderMan, all of them generated in high definition theater - like quality real time. This "real-time" part is the breakthrough. We have seen many computer - generated moves already, but nobody but OTOY can do it in real time. And all it takes is a number of clustered NVIDIA cards. This GPU trend is turning the computing industry upside down. Suddenly we have discovered GPUs are not only for graphics... they are supercomputers themselves.
George Gilder (10/22/07): Jules Urbach is the avatar of the graphics processor paradigm that I have been touting for the last year or so. With the fully unexpected and disruptive emergence of massively parallel processing from the humble game machine rather than the lordly supercomputer, Jules has taken Hollywood cognoscenti by storm.
His most visible achievement is real-time rendering of photorealistic 3D images from a computer program. This means what it says--he can create a photorealistic scene without using photos. By doing real time rendering at 30 or more frames per second from a computer program, he accelerates the graphics process by roughly 10,000 times the speed attained by the paladins of Pixar and Industrial Light & Magic (Lucas Films).
[…]
As calculated by its Hollywood users, such as James Cameron (“Titanic,” “Transformers,” and Digital Domain), Jules accelerates the rendering process by an unbelievable factor of 13 million. (10K, says Jules, or 13M, says Cameron. I suppose it's just numbers.) In any case it's said to reduce the time to complete a video frame from five days at Pixar and Industrial Light & Magic to a real-time, 30 frames a second at Jules World. This technology cuts the cost of animating a film by between 40 and 70 percent.
The holy grail is to have the same art assets, possibly the most time-consuming and therefore expensive part of a film, be usable in other things, specifically home computers and gaming. No more multi-million polygon Transformer model for the movie and multi-thousand polygon versions for the home, you make one and use it for both. This would lead to the possibility of interactive movies with potentially the same quality as the real thing, and all sorts of other things like audiences influencing stories of movies in real time.
The message that Phil conveyed over and over again is that with Spider, you can take the art assets from the original Spiderman movie and run them at 30FPS. All this takes is a 790FX board, a Phenom X4 and 4 RS670s, well within shooting range for a mid to high end gaming rig. What took over a day a frame then is now realtime.
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