do true circles and arcs? I was just lookin' at pictures of Sonic on xbox 360 and all his "round" features are still high-polygon-count, angular shapes. and GT4, for example, all the corners and stuff are jagged, etc. I cant really think of any games with true circles and arcs.I know nothing about computer programming soo
4/5/2006 8:17:20 PM
pixels aren't round
4/5/2006 8:28:42 PM
because back in the original days of 3d, a decision had to be made whether to do nurbs based rendering or polygon based rendering.At the time, there were a lot of "tricks" that could be used to massively speed up polygon rendering, while nurbs surfaces were really really taxing on the first generations of hardware.These days, if any company would take the time to develop a decent realtime nurbs engine, it would be comparable performance-wise to the high poly games we are now seeing, but would for the most part be MUCH more realistic looking. I have no clue why no development house hasn't jumped on this in the past couple of years, because there isn't really any technological reason not to anymore. This is all based on superficial knowledge and reading on the subject back during the ATI smoothvision days (which took poly models and sort of converted them on the fly to nurbs). But I haven't seen any technical reasons against it.
4/5/2006 8:52:11 PM
I remember around the time that Quake III came out there was a lot of talk about moving to splines or whatever for stuff in 3D.Of course, Carmack also said that within five years everything would be done with voxels and the average game level would take 20-30 gB of storage.
4/5/2006 10:13:43 PM
asdf[Edited on April 5, 2006 at 10:13 PM. Reason : asdf]
4/5/2006 10:13:49 PM
carmack can say whatever the goddamn hell he wants
4/5/2006 10:35:36 PM
what the fuck is a nurb?
4/5/2006 10:52:11 PM
^ n00bz retarded cousin?
4/5/2006 10:56:22 PM
omg adrian carmack's name was all over wolfenstein-ZiP!-
4/5/2006 10:56:33 PM
^^^ a NURB is a non-uniform, rational B-splinecmon genius.
4/5/2006 11:11:22 PM
NURBS are slow. Using them in games doesn't have a good cost-benefit. It's pointless to spend time trying to draw perfect circular edges when antialiasing techniques work alright, and you can devote your time to other things such as testing, developing gameplay, network performance, etc.[Edited on April 5, 2006 at 11:23 PM. Reason : fsd]
4/5/2006 11:20:08 PM
Yea, I love how neon thinks he knows more than the entire gaming industry.
4/5/2006 11:27:50 PM
he knows more than every industry
4/5/2006 11:30:51 PM
surface based models are expensive for real-time graphics, especially in situations where high poly count environments are likely to be encountered ... its about performance - theres a reason the game industry doesn't really touch it
4/6/2006 12:01:36 AM
its a lot easier to do math on polygons that can broken down into triangles and really simple low-level functions versus nurbs.
4/6/2006 12:38:51 AM
I don't agree with Noen, and here is why.
4/6/2006 1:10:59 AM
Look shitstains, Ever heard of Shiny entertainment? Messiah, Enter the Matrix, Et al? Well they all run on nurbs models, which are tessellated out to the rendering API. The reason no one uses Nurbs, is because neither DirectX or OpenGL support it. It's hard enough to get a new 3d engine on the market, much less write the API for the engine too.Say what you want, but it's absolutely within reason for current gen cards to be able to render nurb models at a good, playable clip. As poly models go higher and higher counts, Nurbs become more efficient in pretty much every aspect.^to reply to this.You are comparing Apples to Oranges. It makes no sense whatsoever to take POLYGON specific rendering, lighting and calculation techniques and to say "omg this will be stupid on Nurbs". No shit sherlock.Maybe you dont realize this, but you can do full skeletal animation with nurbs models in Maya and Max. I'm not arguing whether one is "better" than the other, or which would would be faster. I gave the guy a snyopsis of the fucking history behind why we use Polygon based rendering API's for games.[Edited on April 6, 2006 at 1:44 AM. Reason : .]
4/6/2006 1:20:48 AM
But they aren't going higher and higher, did you even fucking read my post. Most companies are switching to parallax mapping. Unreal 3 is using it in a big way. It's the next big thing now that people have vid cards with 512mb of texture memory, and 1gig+ of system memory.Just because those companies use NURBs for the models before they tessilated them into polygon models means what? That they perfered using a simpler modeling format before taking it into a 'rasterized' version? Wtf does that prove. not a damn thing.The reason you would do you models using NURBs on the modelers side is so, if you were developing a game for deployment over many platforms with ranging degree in graphics power, it would allow you to re-tessilate the orgional model for the next system without having to go back and manually add in more detail, or any at all.[Edited on April 6, 2006 at 1:35 AM. Reason : bonus info.]
4/6/2006 1:25:12 AM
Whoops took too long to reply.Dude. I'm not arguing the fucking state of the industry. All I'm trying to get across is that realtime NURBS/B-Spline rendering IS POSSIBLE.No one is going to do it, because it would take a redonkulous amount of time to develop, when the payoff would be a marginal difference at best.Jesus christ, way to go off on a tangent there.
4/6/2006 1:46:35 AM
OH SNAP!
4/6/2006 1:46:43 AM
I answered his question in three words. this dick wagging contest makes this shit sound complicated. pixels are fucking square (or rectangular if you want to be an asshat). you can't make true circles out of squares. end of answer. this guy didn't need a doctoral thesis on nurbs vs polygons.
4/6/2006 1:50:10 AM
Re-reading my original reply to this thread, I need to concede the reason this hasn't been done is due to retarded cost to payoff.^He wasnt asking about that, but if you wanted to you could roll out an ol laser game that actually drew the objects to a screen, then there wouldnt be any pixels [Edited on April 6, 2006 at 1:53 AM. Reason : .]
4/6/2006 1:52:05 AM
You're fucking stupid. He wasn't talking about anti-aliasing, or a lack thereof.
4/6/2006 1:52:52 AM
4/6/2006 1:59:38 AM
wouldn't matter if pixels were round. Then you would have gaps in the screen. Your 3 word explaination isn't as cool as my dick waving
4/6/2006 2:00:34 AM
^Are you takin Young's class this semester?
4/6/2006 2:51:17 AM
Already took it, both.
4/6/2006 2:52:10 AM
Young's class is for PUSSIES
4/6/2006 3:10:12 AM
looks like somebody failed after all.
4/6/2006 3:17:01 AM
please. Everyone knows that young is the biggest pushover of all the graphics teachers
4/6/2006 3:17:58 AM
ah, word. Did you do the co-op project with ID?
4/6/2006 3:30:47 AM
Yup. Were you in my class or something?
4/6/2006 3:33:03 AM
4/6/2006 3:37:42 AM
With a high enough polygon count and/or in addition to techniques like FSAA, this will cease to be an issue... of course, games will need to (and have started to, apparently) utilize models that can provide a variable polygon count to the rendering hardware based on its realistic polygon throughput to take full advantage of multiple generations of rendering architectureIt is a reality that many modern hardware acceleration techniques are simply not applicable to surfaces other than triangles, but considering the supposed current use of non-linear models and the blistering pace of graphics' product cycles it seems that the solution is already in the works anywayWatch and wait, or something
4/6/2006 3:39:57 AM
This thread needs a healthy dose of Jaeger's input.too bad he's in Prague with his snorkel and barmaid
4/6/2006 10:14:14 AM
4/6/2006 11:02:52 AM
4/6/2006 11:50:04 AM
4/6/2006 12:48:56 PM
4/6/2006 1:43:54 PM
who the fuck is Tadd??
4/6/2006 1:59:50 PM
^ Whatever, he knows who he is.
4/6/2006 2:00:37 PM
4/6/2006 2:13:43 PM
4/6/2006 3:30:31 PM
The programmable gpu is just for shaders. The data structures are still the same, it just allows you to do some post processing on the image. You just get the vectors and normals as input into a method. From there it's up to you to give it back colors or changes to the vectors, or to do color modulation to the texture.
4/6/2006 3:42:42 PM
What part of pixel and vertex shaders (the programmability of next-gen GPUs) might make one assume it applies to polygons?Ahh, yes...
4/6/2006 3:43:55 PM
That's what I figured, but I thought it worth asking.Zero: Which group were you in?
4/6/2006 5:33:34 PM
Angrymob (the one that did Wideasleep)
4/6/2006 10:26:50 PM
Ah so you worked with my boy Alfie, that was the only group that made anything worthwhile (the sidescrolling ninja game was a good idea though)
4/6/2006 10:40:16 PM
Yup. Alfie and Brian. Did you go to the presentation?
4/6/2006 10:44:59 PM
4/6/2006 10:46:09 PM