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Nv40
01-09-04, 04:16 AM
Originally posted by Arrghman
Simple raytracing, sure. Production CGI level? Not for a lonnng time...

indeed..
but realtime raytracing is not the goal ,for Nvidia (it doesnt look like it is ,not in the near future),doing similar quality like raytracing and photonmaping ..it is.. thats why we have Pixel shaders.. in fact im skeptic about if Nv3O can do -real- photomapping.
it looks to me that their photonmapping demos are more hacks to push the hardware in a very controled enviroment. that only works in special situations.


Here's an example. This (http://www.newtek.com/products/lightwave/tutorials/fullprecision/images/cornell_montecarlo.jpg) image is a radiosity image rendered in LightWave. There are no "traditional" light sources in the shot; all the light comes from a bright spot on the ceiling polygon itself which casts a shadow on the floor (a very soft shadow mind you), illuminates the top of the sphere and the blue and red walls which diffuse light onto the sides of the sphere.This kind of effect is used in many production level CGI shots and has been for the past several years as computers became powerful enough to render such frames in a reasonable amount of time. I keep saying this, but the point doesn't seem to get through, this is an enormously complicated light simulation, so much more so then any of the shaders that games are just barely starting to use now and hardware is going to have to mature a LOT to be able to even consider being able to do something like this in real time. Simple raytracing scenes can be rendered in less than a second on modern CPUs, by contrast radiosity shots can take several hours depending on complexity. There's no magic graphics card that's going to come along any time soon that can do this in 1/30th of a second.

yes ..the effect you are describing in Lightwave is something called FINAL GATHERING
,but dont know how its called in Lightwave since its renderer is a RADIOSITY Engine.
a more advanced technique than raytracing..that it is comparable with Photomapping.
its very complex ..indeed.. however it will be good to know that Photonmapping and Radiosity the most advanced techniques in CG used in today movies are very carefully used in few scenes (IF ANY) in 100% CG movies.. not because of the quality ,which is the best a computer can do ,but because of the Long TIme it takes.

it will be good to classify movies in two cathegories..

1)CG movies.. (like toy story/ANts/SHrek/ a bugs life/FF/Monsters/Nemo
2)and Digital FIlms.. that use real camera shots ,with some scenes of CG graphics..
Starwars,lord of the rings,Hulk ,Matrix..Terminator

the first group almost doesnt use photonmapping.
PIXAR movies..Toys STory1/2 use ->[nothing ] of radiosity or raytracing,same with 95% of Pixar movies ,same with Square FInal fantasy. ;) Shrek/Ants/ a bugs life? . however MOnters use it at some shots..finding NEMO, maybe more.. Star wars:atack of the clones is a diferent story :) but most of that movie is real life film with real people and scenarios ..not like FF ..yes nothing can match the real thing ;)

Lord of the RIngs use it some times ,only in some shots -and this is what people dont know .. that most CG movies use rendering techniques cheapier and faster than phtonmapping and radiosity. ;) Pixar REnderman support for Photonmapping only happened last year. and still they will tell you that Photonmapping is something that should be touched with a 10 foot Rod,in big films ,avoided whenever its possible. thats why Nvidia or ATI can claim Cinematic CG quality in real time.. since most of the movies that are CG use SCanline rendering like games.. ;) its just that the shaders in movies are very high quality and complex.. now you know all the fuss and all the hype for very long instructions shaders in directx9 Gpus.. because they are necessary for cinematic quality ;)

photonmapping renderers like this..

http://www.finalrender.com/products/products.asp?UD=10-7888-35-788&PID=36

http://www.splutterfish.com/sf/gallery_index.php

http://www.mentalimages.com/4_1_motion_pictures/index.html

have more advanced lighting techniques that most movies that are 100% CG. like Pixar movies.. the day to see a 100% CG holywood movie ,like FF but using photomapping -at all times- can be even longer that the dates of gaming cards showing games of FF quality in real time.

So yes.. since the topic here is FF graphics.. not Star Wars /or Nemo.. :)

1)we are very close to see most of FF in real time.. from 5-10 years..

http://www.arstechnica.com/wankerdesk/01q3/ff-interview/ff-interview-1.html

2)we can be as close as 10-15 years to match the basic of the most advanced that we see in today CG movies in graphics cards.
3)and probably Video cards -single cards-will never catch what photonmapping renderers can do in software (used mostly in digital films) ..since thats not their purpose.

we have pixel shaders for that. and as you say Renderers will have better techniques in the future.but still video cards will be able to fake something of that quality in real time ,in special situations. it is unclear for me which way will be the future of graphics.. pixel shaders programming or Photonmapping? because not only we see DIrectx9 demos ,but now also PM demos? in a few more years ~5 we will have a clear vision of what way it will be ...i will like more the last one aproach ,but still it seems that we are long time away to see that in real time -games- graphics at -every possible scene- at cinematic quality. if you ask Nvidia about this.. you will find that they even have diferent opinions about wich way will be.. maybe in the end ,it will be a mix of both techniques. :)

nutball
01-09-04, 07:14 AM
Originally posted by StealthHawk
Well, what CGI movie looks more realistic than Final Fantasy?

The one that's coming out next year, and the year after that...

My point is FF may well be the state-of-the-art, but it still looks like CGI, and in that sense therefore one should place limits on quite how orgasmically excited one gets, IMO.

CGI in general is not photo-realistic yet. Yeah, there are some static images that are getting close, but when anything starts moving it instantly betrays itself.

CGI is going in the right direction, but it's got a long way to go, and until it gets there it's still work in progress in my view.

StealthHawk
01-09-04, 06:06 PM
Originally posted by nutball
The one that's coming out next year, and the year after that...

My point is FF may well be the state-of-the-art, but it still looks like CGI, and in that sense therefore one should place limits on quite how orgasmically excited one gets, IMO.

CGI in general is not photo-realistic yet. Yeah, there are some static images that are getting close, but when anything starts moving it instantly betrays itself.

CGI is going in the right direction, but it's got a long way to go, and until it gets there it's still work in progress in my view.

I agree with you 100%. It will still be a great achievement for games to approach Final Fantasy in real-time. Well, it would be a step in the right direction for them to do Toy Story in real-time.

Remi
01-13-04, 08:57 AM
When we going to see full 30FPS real time rendering for final fantasy movie graphics?He he... That's always an interesting question... :) But before we can see that into games (which I assume is what is discussed here), there are a few other little problems to solve...

1. How to animate the characters with a realism on par with the models?
2. How to fund such a project (we're speaking of hundred of millions here)?

After all, the rendering probably won't be a very difficult part compared to the other ones...

StealthHawk
01-15-04, 03:20 AM
Originally posted by bloodbob
nvidia claimed they did it like 20 fps a few years ago on like a GF4

And you can see the differences between the movie and what the gf4 rendered in real-time here: http://www.theinquirer.net/?article=4140. Movie is the top screenshot, gf4 is the lower screenshot.

Arrghman
01-15-04, 11:04 AM
Originally posted by StealthHawk
And you can see the differences between the movie and what the gf4 rendered in real-time here: http://www.theinquirer.net/?article=4140. Movie is the top screenshot, gf4 is the lower screenshot.

Ahh, that's a great comparision, you can really see all the differences between the two! :)

Nv40
01-16-04, 01:24 AM
its unfortunate ..that Nvidia took the wrong time and wrong hardware (geforce3) to demostrate something like FF..

but dont forget about DAwn

http://www.stevengiesler.com/dawn4.html


because the quality there is that shot is OK for a character in FF movie..
a bit of real looking hair ,will be great off couse.. with minor tweaks in the lighting , here and there.. but if you look carefully that shot done in an Nv30 in real time looks even better that many of the shots of the characters in the originall movie .. ;)

http://www.stevengiesler.com/ff2.html

the diferences you see in the details in every character in every shot ..
sometimes very high and other very low is because of the diferent artists that worked in the movie , and probably the limited time for the film to finish the project. but as you see the FAiry of Nvidia very easily can pass as a temporary character in FF movie and a bit more with some tweaking :). the Old man was the character that impressed me more ,because the quality was always high in all the movie , almost looked like a real human at most of the times. Aki at few shots (close shots) in the movie was simply beyond realistic ,too much perfection ,something like natural looking and fantasy ,maybe thats why they call it Final Fantasy.. :) since at very close shots people doesnt look that pretty :)

http://www.stevengiesler.com/images/hi_rez/3DexamplesSG.jpg

the best of FF is still many years to see it in realtime ,but in non realtime is a diferent story.. just use the same polycounts ,same long shaders and same textures and same ultra high resolutions and you will see -exactly- the quality of the movie.. at least when COmplex animations of hair,Fluids and other advanced special effects was not visible. i will really like to see another FF demo but this time in geforceFX , how far can it go ,in non realtime. because in real time ,we already know this, those are the NV demos.

Arrghman
01-16-04, 12:15 PM
Where does it say the pictures on that site were done on the NV30? Those look to me like the artist doing renderings of his work to show off his work portfolio style, probably rendered in whatever software goes along with whatever his modeling program is, including the renderings of Dawn.

suburbanguy
01-18-04, 10:13 AM
Final Fantasy movie graphics, as they are, or pretty much as they are, without loss in quality & complexity? heh, maybe on Nvidia NV85,
ATI R800, Xbox3 and Playstation 4. not before.


Nvidia did FF movie demo on NV20/GeForce 3 (or Quadro) with vastly reduced quality and complexity at 3-4 fps. then they did the same thing again on GeForce4 at 9-10fps. maybe an NV30 could do the same reduced version at 15fps

bloodbob
01-19-04, 02:31 AM
Until PPPs come on the scene there is no way in hell of doing real displacement mapping ( NOT WHAT M$ IS DOING they are just moving vertexs around) it requires more triangles then pixels if you were to do the tesselation and displacement on cpu I very much doubt you could do it in real time. Some thing else is doing things such as guassin blurring of textures. This takes up heaps of bandwidth and isn't going to be done unless we start looking atleast until we get 10x bandwidth.

AthlonXP1800
01-19-04, 10:19 PM
Originally posted by bloodbob
Until PPPs come on the scene

You mean PPPs as Programmable Primitive Processor on NV40?

This takes up heaps of bandwidth and isn't going to be done unless we start looking atleast until we get 10x bandwidth.

Hmmm at 10x the bandwidth, we will start looking at... NV50 :D

NV25's Geforce 4 Ti 4600 got 10.8Gb bandwidth

NV35's Geforce FX 5900 Ultra got 27.2Gb bandwidth

NV40 will get 52Gb bandwidth

and in 2005, NV50 will get 100Gb+ bandwidth

I wonder have you seen Unreal 3 Tech demo clip? NV50 will take full advantage of Unreal 3 engine, I saw the clip and thought it looked and felt like a movie trying to surpassed or emulate Final Fantasy movie, it was damn good clip but unfortunately it was low quality DIVX clip :( it will be much better if it got high quality clip then we will get clear idea about the quality of Unreal 3 Tech demo.

StealthHawk
01-20-04, 05:46 AM
I don't think we're going to see NV50 until after DirectX Next, which comes with Longhorn. Don't bet on 2005, then.

retsam
01-20-04, 01:56 PM
ya long horn will not be out untill late 2004 early 2005 .... so wait can ati and nvidia get a directxnext part out in that short of time span ??? so i guess we will not see anysort of hardware support for directxnext for a loooonnnngggg time ??? ohhh smack



rets :afro2:

StealthHawk
01-20-04, 04:21 PM
Originally posted by retsam
ya long horn will not be out untill late 2004 early 2005 .... so wait can ati and nvidia get a directxnext part out in that short of time span ??? so i guess we will not see anysort of hardware support for directxnext for a loooonnnngggg time ??? ohhh smack



rets :afro2:

Last I heard Longhorn was pushed back to late 2005 or depending on what you hear, 2006.

suburbanguy
01-20-04, 09:04 PM
Longhorn, DirectX Next (DX10) and NV50 / R500 (and probably Xbox2) are all tied together. for either 2005 or 2006.

nutball
01-21-04, 04:31 AM
2005/6 for NV5x/R5xx? Good, that's all I can say. Will give game devs time to start using what we've already paid lotsa £/$/€ for. Would also give NV/ATi to Get It Right(TM).

bloodbob
01-21-04, 05:40 AM
Originally posted by AthlonXP1800
You mean PPPs as Programmable Primitive Processor on NV40?



Hmmm at 10x the bandwidth, we will start looking at... NV50 :D

NV25's Geforce 4 Ti 4600 got 10.8Gb bandwidth

NV35's Geforce FX 5900 Ultra got 27.2Gb bandwidth

NV40 will get 52Gb bandwidth

and in 2005, NV50 will get 100Gb+ bandwidth

I wonder have you seen Unreal 3 Tech demo clip? NV50 will take full advantage of Unreal 3 engine, I saw the clip and thought it looked and felt like a movie trying to surpassed or emulate Final Fantasy movie, it was damn good clip but unfortunately it was low quality DIVX clip :( it will be much better if it got high quality clip then we will get clear idea about the quality of Unreal 3 Tech demo.

Lol lets how good the NV40 will do with working out the shadows for a frame with well over 2 mil tris ( probably looking at over 8mil ).

Casting shadows=lots more triangles.

mrsabidji
01-21-04, 05:58 AM
Hence the introduction of 'Ultra Shadow' technology along with the nv35 launch. As far as I know, only DooM3 should make use of it for now. Let's hope it's really efficient, and if so, that developers will use it more often in the future.

mrsabidji

bloodbob
01-21-04, 09:12 PM
Originally posted by mrsabidji
Hence the introduction of 'Ultra Shadow' technology along with the nv35 launch. As far as I know, only DooM3 should make use of it for now. Let's hope it's really efficient, and if so, that developers will use it more often in the future.

mrsabidji

Ultra shadow has 2 features

1. they made the hardware be able two do two sides of a triangle at once or something like that
2. They added a feature to allow a developer to manual do EXTRA clipping just for shadows so the developer can gamble a small preformance gain against missing shadows by allowing the developer to stop shadows before where they chose to stop rendering ( distance wise both far and near ).

nobie
01-22-04, 12:20 AM
ATI released its DX8 cards before DX8 was released, so don't think DX10 is necessary for NV50. OTOH if NV40 gets here in April, and you assume an 18 month product cycle, you're looking at fall 2005 for NV50.