The future for gaming: ray-tracing.
Posted: Mon Jan 26, 2009 1:38 pm
We know the current tricks that graphic designers in games use to simulate a realistic environment... generate a 'shadow' for the player by using a few additional polygons on the floor, make water look rippled by adding bump-mapping to its 2D surface, make something look chrome by adding a texture that looks like it's reflecting something.
But some are experimenting with techniques that could make today's games look as cartoonish as the old Megadrive / Genesis version of Sonic The Hedgehog looks to our eyes today (used to seeing Sonic in full 3D).
And the future is to generate the graphics with realistic light sources, calculating each ray of in-game light as it bounces off reflective objects and passed through refractive objects in the game. That technique is called Ray Tracing.
There's a video here (71MB, you need the XviD codec to see it) that shows how some clever bastards in Germany have taken the Quake engine and added those realistic effects.
The video linked above is realtime speed for a virtual intel CPU running at 36 GHz (to be more precise: a cluster with 20 AMD XP1800 was used). Alternativly one slow PC (1 GHz) with a hardware raytrace graphics card that is 3 times more powerful then an actual prototpye could be used. Something that fast is needed, especially for the scene in the video where all the spheres are composed of around 1,000,000,000 triangles. Kind of blows Oolite's old limit away, huh!
Here are some screenshots from the ray-traced Quake 3 and Quake 4 engine. The first one shows a multi-player level from Quake 3, with the Quad Damage icon. As it's now a light source, it's throwing off a real-time shadow around the walls.
Having real-time reflections means you can have things look like the T-1000 in Terminator 2. Or have ships that look like a shiny J-Type 327 Nubian (as seen in the Star Wars prequels).
This might be handy for docking in a future release of Oolite... the witchspace dock looks like a mirror (or a ripply mirrored Stargate liquid surface). When you come in to dock, you see your own ship mirrored. And if you let loose a missile, you see it, shadow and all. Here's a Q4 example of where a missile passes over a jumping Strogg. You can see the missile, and the shadow, and the multiple version of both reflected in the spheres.
Don't worry about how much work this will involve... we're still a year or two off from having this as a possibility for the average gamer.
Thoughts?
But some are experimenting with techniques that could make today's games look as cartoonish as the old Megadrive / Genesis version of Sonic The Hedgehog looks to our eyes today (used to seeing Sonic in full 3D).
And the future is to generate the graphics with realistic light sources, calculating each ray of in-game light as it bounces off reflective objects and passed through refractive objects in the game. That technique is called Ray Tracing.
There's a video here (71MB, you need the XviD codec to see it) that shows how some clever bastards in Germany have taken the Quake engine and added those realistic effects.
The video linked above is realtime speed for a virtual intel CPU running at 36 GHz (to be more precise: a cluster with 20 AMD XP1800 was used). Alternativly one slow PC (1 GHz) with a hardware raytrace graphics card that is 3 times more powerful then an actual prototpye could be used. Something that fast is needed, especially for the scene in the video where all the spheres are composed of around 1,000,000,000 triangles. Kind of blows Oolite's old limit away, huh!
Here are some screenshots from the ray-traced Quake 3 and Quake 4 engine. The first one shows a multi-player level from Quake 3, with the Quad Damage icon. As it's now a light source, it's throwing off a real-time shadow around the walls.
Having real-time reflections means you can have things look like the T-1000 in Terminator 2. Or have ships that look like a shiny J-Type 327 Nubian (as seen in the Star Wars prequels).
This might be handy for docking in a future release of Oolite... the witchspace dock looks like a mirror (or a ripply mirrored Stargate liquid surface). When you come in to dock, you see your own ship mirrored. And if you let loose a missile, you see it, shadow and all. Here's a Q4 example of where a missile passes over a jumping Strogg. You can see the missile, and the shadow, and the multiple version of both reflected in the spheres.
Don't worry about how much work this will involve... we're still a year or two off from having this as a possibility for the average gamer.
Thoughts?