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Old 27-Jul-2004, 05:24   #1
kyleb
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Default creative labs teaches Carmack a thing or two about shadows?

Quote:
"Working together with id Software, an industry icon, provides Creative with an exciting opportunity to enhance one of the hottest game engines around... We are also pleased with the agreement relating to Creative's patented shadowing technique and id's cutting-edge 3D graphics DOOM 3 engine."
http://bluesnews.com/cgi-bin/board.p...threadid=50329


im guessing it's some 3dlabs tech, but does anyone have any more info on this?
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Old 27-Jul-2004, 05:30   #2
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Sounds like PR rubbish to me..
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Old 27-Jul-2004, 06:13   #3
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Oh my God. That sounds very much like Creative was threatening to sue id software over their shadowing algorithm. That's just so very wrong in so many ways. But it does seem like it was all worked out....
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Old 27-Jul-2004, 06:46   #4
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Definately sounds like it. Carmack has never seemed so hot about EAX and can't blame him. Sounds like Creative was just trying to get them to add EAX.

Interesting how Creative is putting it in and not id Software
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Old 27-Jul-2004, 08:51   #5
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Quote:
Originally Posted by Cryect
Interesting how Creative is putting it in and not id Software
Kinda like how they didn't add EAX to UT via official patch but rather through a separate install.
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Old 27-Jul-2004, 09:13   #6
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Since when shadow volume is patented?

Do I need to pay money if using it in my demo? :P
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Old 27-Jul-2004, 09:21   #7
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Considering that Carmack has always been against software patents, this must make him pretty pissed off... Creative should not try to mess with him, id might strike back with their next engine...
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Old 27-Jul-2004, 10:08   #8
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The technique known as 'Carmacks reverse' was in fact developed and patented before it was known as Carmacks reverse. Carmack seems to re-discovered it but thats the problem with software patents, you still owe something to someone without even knowing it

If your using reverse stencil shadows in anything then yes, there are legal issues you should talk to a lawyer about.
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Old 27-Jul-2004, 10:15   #9
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Anyone recals what sound cards were used when first rolling demos were showed from Doom3?



Just a another reason for a problems between iD and Creative.
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Old 27-Jul-2004, 10:40   #10
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Quote:
Originally Posted by DeanoC
The technique known as 'Carmacks reverse' was in fact developed and patented before it was known as Carmacks reverse.
Would you be referring to this e-mail about shadow volumes that Carmack send to NVIDIA's Mark Kilgard back in 2000?

http://developer.nvidia.com/attach/6832
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Old 27-Jul-2004, 11:01   #11
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Quote:
Originally Posted by 991060
Since when shadow volume is patented?

Do I need to pay money if using it in my demo? :P
No, not shadow volumes per se. The Creative patent is to do with the idea of testing for being in shadow from "far to near" (aka ZFail rather than ZPass) which then avoids having to deal with the problem with holes when the shadow volume goes through the front clipping plane.
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Old 27-Jul-2004, 11:05   #12
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Quote:
Originally Posted by MikeC
Would you be referring to this e-mail about shadow volumes that Carmack send to NVIDIA's Mark Kilgard back in 2000?
From that email
Quote:
There are cases where real, honest volume clipping must take place....
..
Anything that requires finding convex hulls in realtime is starting to
sound like a Bad Idea.

I sweated over this for a while, with the code getting grosser and grosser,
but then I had an idea for a different direction.
Ironically, there is a really elegant solution to this clipping/capping problem... but it is also patented.
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Old 27-Jul-2004, 12:14   #13
max-pain
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Quote:
Originally Posted by Nappe1
Anyone recals what sound cards were used when first rolling demos were showed from Doom3?



Just a another reason for a problems between iD and Creative.

Philips Acoustic Edge was used at Quakecon 2002.
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Old 27-Jul-2004, 13:15   #14
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Quote:
Ironically, there is a really elegant solution to this clipping/capping problem... but it is also patented.
Sounds interesting; would you mind elaborating or digging up a link? (I've not had much luck with patent searching in the past.)
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Old 27-Jul-2004, 13:30   #15
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Quote:
Originally Posted by SteveHill
Quote:
Ironically, there is a really elegant solution to this clipping/capping problem... but it is also patented.
Sounds interesting; would you mind elaborating or digging up a link? (I've not had much luck with patent searching in the past.)
It was used in the Elan T&L chip that was part of Naomi2 arcade system. The basic idea is that as the clipping is actually being done against the front clip plane, the generated edges are used to construct the cap.
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Old 27-Jul-2004, 13:48   #16
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Quote:
Originally Posted by Simon F
It was used in the Elan T&L chip that was part of Naomi2 arcade system. The basic idea is that as the clipping is actually being done against the front clip plane, the generated edges are used to construct the cap.
Ah, neat . Cheers.
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Old 27-Jul-2004, 14:53   #17
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Carmack never patented his algo did he?
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Old 27-Jul-2004, 14:58   #18
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Quote:
Originally Posted by Razor1
Carmack never patented his algo did he?
He wouldn't have been able to anyway because it was patented before he thought of it.
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Old 27-Jul-2004, 15:03   #19
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Well, if you ask me, his little writeup that has been posted at nVidia's site for ages would be reason alone for that patent to be thrown out. Too bad it so damned hard to get a patent thrown out....
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Old 27-Jul-2004, 15:21   #20
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fighting a software patent law suit is a bitch though, end results are the same, methodolgy is the same but the math behind is different then the patent can go through, thats my understanding. So I guess software patents aren't that effective.
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Old 27-Jul-2004, 15:25   #21
Tim Murray
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Quote:
Originally Posted by Simon F
Quote:
Originally Posted by Razor1
Carmack never patented his algo did he?
He wouldn't have been able to anyway because it was patented before he thought of it.
Hasn't really stopped any other software patents... ever.
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Old 27-Jul-2004, 16:26   #22
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The only way this is a valid patent is if they are claiming undisclosed invention as a way to contest the prior art from Sim Dietrich (he did a presentation on it before Carmack and before the filing date, more info here). Since he says he posted about this method for the first time on a developer board at Creative this makes me very suspicuous.

That they filed for the patent ala, but now they are trying to shake down developers? Fuck that, any self respecting website should nail these fuckers to the wall if this is true. Starting with B3D hopefully :) If Reverend is reading this, could you ask Carmack about this perhaps?

A company which is so closely linked to the gamer community should know better ... this is unacceptable behaviour IMO. They can jump high and low about the law, but fact remains even if their patent is legally valid the fact that the method was independently invented before their patent was even filed and again before it was published shows the patent is not just. I think websites in a position to punish unjust behaviour which sets such a dangerous precident should not be fooled by talk of legality. Just cause its legal doesnt make it right.

Marco

PS. the US patent system is so open to abuse ... allowing undisclosed invention as a way to gain a patent even if someone else discovers the same independently and produces prior art before you file is so open to abuse, there are a few downsides to first-to-publish as far as patents are concerned, but nothing compared to the stupidity of the US system.
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Old 27-Jul-2004, 16:33   #23
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Quote:
Originally Posted by Simon F
Quote:
Originally Posted by SteveHill
Quote:
Ironically, there is a really elegant solution to this clipping/capping problem... but it is also patented.
Sounds interesting; would you mind elaborating or digging up a link? (I've not had much luck with patent searching in the past.)
It was used in the Elan T&L chip that was part of Naomi2 arcade system. The basic idea is that as the clipping is actually being done against the front clip plane, the generated edges are used to construct the cap.
There is another elegant solution for that problem, which isn't patented AFAIK: depth clamp
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Old 27-Jul-2004, 16:33   #24
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Quote:
Originally Posted by Chalnoth
Well, if you ask me, his little writeup that has been posted at nVidia's site for ages would be reason alone for that patent to be thrown out. Too bad it so damned hard to get a patent thrown out....
What's that got to do with it? The patent was filed before Carmack re-invented it** and that is what counts in such matters.


**to the best of my knowledge but I'd be happy to see evidence to the contrary.

Quote:
Originally Posted by MfA
PS. the US patent system is so open to abuse ... allowing undisclosed invention as a way to gain a patent even if someone else discovers the same independently and produces prior art before you file is so open to abuse, there are a few downsides to first-to-publish as far as patents are concerned, but nothing compared to the stupidity of the US system.
I'm not sure what you are saying here but, IIRC, in this case the patent was filed before publication.

Quote:
Originally Posted by Xmas
There is another elegant solution for that problem, which isn't patented AFAIK: depth clamp
I didn't think that was terribly elegant at all :
(a) You can't use the standard projection techniques
(b) You potentially need a lot more fill rate.
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Old 27-Jul-2004, 16:47   #25
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Im talking about Sim's presentation which is from march 1999. As I said, the only way the method from that presentation could be covered by the patent is if Creative uses undisclosed invention as a way to establish their rights. That is possible since patent rights in the US are based on first to invent ... a very poor system indeed IMO.
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