DrMorelos
05-24-06, 05:49 AM
Hey everyone; long time, no see :D
I keep hearing from friends closer to the "bleeding edge" of gaming tech about PPUs. While not a gamer I am a professional mathematician, so the idea of a brain augmentation for my PC dedicated to realtime processing and simulation of physics tickles me in ways non-battery-powered electronics shouldn't be able to tickle me.
The folks I know work closely with SAP Labs, a company whose services (amazingly) include a lesser-known (and never advertised) "writing your software for you" component.
These two guys have briefly introduced me to a piece of software which they say is maturing rapidly, yet not market-ready. They have not told me what SAPs role is in the process (I speculate that SAP might have given the PIZ people equipment in some sort of copyright trade, but that's only a low-knowledge guess).
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Now for the fun part: here's what I know about PIZ (special thanks to Aaron and Ovidiu):
(1) It's German
(2) It's some spooky SOFTWARE, not hardware
(3) It works closely orchestrating movements between the GPU and CPU
(4) It (surprisingly) rivals the new PPUs in many ways that a simple software augmentation shouldn't ordinarily be able to do
(5) In the "interactive world" sense, it uses a combination of:
(a) partial integration along the 'gravity' axis,
(b) differential equation algorithms similar to a difference engine (iterative but extraordinarily to do - it's subtraction to solve polynomials of any degree), and
(c) some kind of statistical modeling (perhaps real-time splining, your guess is almost as good as mine) to combine "what has happened" (locally) with "what is happening" (globally) to very quickly and accurately narrow its choices for "what will happen next" to a small and easily computible set of possible outcomes.
(6) It's scalable to any level of particle size and some n > 3 dimensions, but no discussion was made about particle shape.
(7) It uses "PIZ files" (how appropriate) for keeping its statistical component healthy and helping the accuracy grow organically.
------------------------
Unfortunately, this left me extremely interested in knowing more of what PIZ is and more of what it can and cannot do. As a mathematician, I can see how the implementation sounds computationally reasonable - objects by themselves in a real-world environment can fall or not fall.
Even being thrown is falling. In that sense, it's conceivable that the whole thing might be able to get away with using a very minimalist function set - 2nd-order polynomials with 2-dimensional domains and maybe a couple periodics.
I googled it and got nothing, so I'm a little confused. Maybe someone here knows about its development and exactly what it is and how it works. I'm a math guy much moreso than a science guy so I don't even know how it would interact at an adequately low level side-by-side with the game engine and quick-thinking components.
Keep your feelers out because if PIZ turns out as potent and organically adaptable as I've heard claimed, it could wind up offering things hardware may not be able to offer. And I haven't stopped wondering how awesome my games would be if I had a PPU + PIZ setup where they synergized, each using their strengths when necessary...
You could demolish that car from the PPU demo, then go start cutting up the door and have the soft liner on the inside scuff up and stretch and have holes poked in it with dust flying out, then break the window and start messing with the shape of the broken hole by chipping out more pieces, and I suppose from what they're saying that you could sit on a snow-covered plain, get some ice on your goggle, and watch as it bent light from your vision and as it started seeping downward as it melted, all based upon the integration and difference engine components.
Anyway, could somebody please dig up more information? I can't find anything about it anywhere and I can't find a demo of any kind. It just sounds like PIZ is going to be completely freaking cool and completely freaking genius for being able to do things so perfectly in software.
Will it have to be built into game engines?
I hope you enjoyed the long rant as much as I agonize while waiting for more information about it. I want to play with a simple PIZ demo (maybe a game called The Carpenter in His Woodshop just to see if I can build a rocking chair :P
Thanks everyone,
~ Dr. Morelos ~
I keep hearing from friends closer to the "bleeding edge" of gaming tech about PPUs. While not a gamer I am a professional mathematician, so the idea of a brain augmentation for my PC dedicated to realtime processing and simulation of physics tickles me in ways non-battery-powered electronics shouldn't be able to tickle me.
The folks I know work closely with SAP Labs, a company whose services (amazingly) include a lesser-known (and never advertised) "writing your software for you" component.
These two guys have briefly introduced me to a piece of software which they say is maturing rapidly, yet not market-ready. They have not told me what SAPs role is in the process (I speculate that SAP might have given the PIZ people equipment in some sort of copyright trade, but that's only a low-knowledge guess).
------------------------
Now for the fun part: here's what I know about PIZ (special thanks to Aaron and Ovidiu):
(1) It's German
(2) It's some spooky SOFTWARE, not hardware
(3) It works closely orchestrating movements between the GPU and CPU
(4) It (surprisingly) rivals the new PPUs in many ways that a simple software augmentation shouldn't ordinarily be able to do
(5) In the "interactive world" sense, it uses a combination of:
(a) partial integration along the 'gravity' axis,
(b) differential equation algorithms similar to a difference engine (iterative but extraordinarily to do - it's subtraction to solve polynomials of any degree), and
(c) some kind of statistical modeling (perhaps real-time splining, your guess is almost as good as mine) to combine "what has happened" (locally) with "what is happening" (globally) to very quickly and accurately narrow its choices for "what will happen next" to a small and easily computible set of possible outcomes.
(6) It's scalable to any level of particle size and some n > 3 dimensions, but no discussion was made about particle shape.
(7) It uses "PIZ files" (how appropriate) for keeping its statistical component healthy and helping the accuracy grow organically.
------------------------
Unfortunately, this left me extremely interested in knowing more of what PIZ is and more of what it can and cannot do. As a mathematician, I can see how the implementation sounds computationally reasonable - objects by themselves in a real-world environment can fall or not fall.
Even being thrown is falling. In that sense, it's conceivable that the whole thing might be able to get away with using a very minimalist function set - 2nd-order polynomials with 2-dimensional domains and maybe a couple periodics.
I googled it and got nothing, so I'm a little confused. Maybe someone here knows about its development and exactly what it is and how it works. I'm a math guy much moreso than a science guy so I don't even know how it would interact at an adequately low level side-by-side with the game engine and quick-thinking components.
Keep your feelers out because if PIZ turns out as potent and organically adaptable as I've heard claimed, it could wind up offering things hardware may not be able to offer. And I haven't stopped wondering how awesome my games would be if I had a PPU + PIZ setup where they synergized, each using their strengths when necessary...
You could demolish that car from the PPU demo, then go start cutting up the door and have the soft liner on the inside scuff up and stretch and have holes poked in it with dust flying out, then break the window and start messing with the shape of the broken hole by chipping out more pieces, and I suppose from what they're saying that you could sit on a snow-covered plain, get some ice on your goggle, and watch as it bent light from your vision and as it started seeping downward as it melted, all based upon the integration and difference engine components.
Anyway, could somebody please dig up more information? I can't find anything about it anywhere and I can't find a demo of any kind. It just sounds like PIZ is going to be completely freaking cool and completely freaking genius for being able to do things so perfectly in software.
Will it have to be built into game engines?
I hope you enjoyed the long rant as much as I agonize while waiting for more information about it. I want to play with a simple PIZ demo (maybe a game called The Carpenter in His Woodshop just to see if I can build a rocking chair :P
Thanks everyone,
~ Dr. Morelos ~