BumpMapping on PS2

Personally, and i've said this LOADS of times before, i think that Detail Texturing would do a lot to improve PS2 graphics. Things would benefit a lot more from detail textures than bump mapping or other "checklist" features, in my opinion, and it doesn't seem like it would be particularly unfeasible or costly either, unlike BM.
 
mboeller said:
I loved the the following from the summary section of that paper:
A specific hardware features is required to obtain efficient
rendering (i.e. paletted texture support). Note that this is a
standard feature in most graphic hardware, but it is typically
used to - and was originally intended for - save texture ram
space, which is a less and less precious resource. Therefore,
some recent graphic hardware systems do not support this
feature.
What date was that paper? (That was a rhetorical question. I know it was 2000) Palette textures were on their way out ages ago.

marconelly! said:
As patented by Argonaut.
Yeah, but patenting these techniques has never stopped anyone from copying them.
That's not really the case. Just look at Unisys and Gif or 3Dfx NV and multi-texturing. Anyway, I was just pointing out the earliest reference to the technique that I knew.
If so, there wouldn't be a single game using normal mapping being made if royalties are not paid to Crytek.
What's Crytek got to do with normal mapping? Do you mean normal maps as in DOT3?
I'm also surprised why is Spherical Harmonic lighting not being used anywhere but some tech demos yet? Basically the only place I've even seen that running live were those new PSP tech demos.
Go and read the game developer forums/mailing list and you'll see that it is actually quite popular.
 
That's not really the case. Just look at Unisys and Gif or 3Dfx NV and multi-texturing.
Well, GIF is not a programming technique, and multitexturing is supported in all ATI cards as well, not sure if it's done the same way as on nVidia cards, though?


What's Crytek got to do with normal mapping? Do you mean normal maps as in DOT3?
AFAIK, they have patented the technique where the normal mapping is used to enhance the detail apperance of simplified polygonal object (they call it 'Polybump'). That exact technique, however, is being used in Doom 3, Riddick, or Halo 2 to name some examples, and none of their developers refers to it as 'Polybump' or ever mentions Crytek.

Go and read the game developer forums/mailing list and you'll see that it is actually quite popular.
Really? Which games use it / will use it?
 
PC-Engine said:
What's the the difference between static bumpmapping and pre-baked BM?
Maybe a pre-baked bump map, where vertex alpha is increased when lit with a local light? Just guessing.
Bohdy said:
I had a glance at the CLUT bump-mapping demos and it doesn't look much better than emboss mapping. I doubt that there is much point to using it instead of regular Emboss, since the look would not be worth the speed penalty.
Are you kidding? It looks a lot better than emboss. If the object is small or the light source infinite, there should be little difference to regular DOT3.
CLUT palette manipulation could also be used for random glimmer effects, like snow, quartz grains in stone, and distant waves on water.
BTW. specular is AFAIK impossible with emboss.
london-boy said:
Personally, and i've said this LOADS of times before, i think that Detail Texturing would do a lot to improve PS2 graphics. Things would benefit a lot more from detail textures than bump mapping or other "checklist" features, in my opinion, and it doesn't seem like it would be particularly unfeasible or costly either, unlike BM.
Thing is, two-pass bump mapping could be even cheaper than detail texturing, because you wouldn’t have to set up new vu coordinates. Maybe only one mesh consisting of two identical models, but with different lighting normals, could be send. It depends on how big a chunk of geometry the GS can handle in one go.
Simon F said:
What date was that paper? (That was a rhetorical question. I know it was 2000) Palette textures were on their way out ages ago.
Well, maybe it depends on how yu feel about and perceive it. Some would say that the CLUT formats are an old fashioned, inferior way of compressing bitmaps. Others could perceive CLUT as a pure none wasteful format, with some nice extra benefits.
Simon F said:
Yeah, but patenting these techniques has never stopped anyone from copying them.
That's not really the case. Just look at Unisys and Gif or 3Dfx NV and multi-texturing. Anyway, I was just pointing out the earliest reference to the technique that I knew.
I doubt that patent could stand a testing in a court. Changing the palette to do animation and effects is an old and widely used idea. For example some old Amiga and Atari games use palette cycling to do running water.
If so, there wouldn't be a single game using normal mapping being made if royalties are not paid to Crytek.
What's Crytek got to do with normal mapping? Do you mean normal maps as in DOT3?
I’ve read somewhere that normal mapping is actually a rather old bump mapping technique, originally developed for offline rendering. The source didn’t say by whom, does anyone know?
Also what was the first commercial game to use it?
 
marconelly!:

> AFAIK, they have patented the technique where the normal mapping is
> used to enhance the detail apperance of simplified polygonal object
> (they call it 'Polybump').

No, Polybump is a tool. Crytek started licensing the technology at a time when 3d applications didn't have built-in support for normal map generation. The early licensing fees were absolutely ridiculous but a few months after the introduction ATI released it's NormalMapper tool for free forcing Crytek to reduce its fees significantly. I doubt they have any licensees.
 
Squeak said:
Simon F said:
What date was that paper? (That was a rhetorical question. I know it was 2000) Palette textures were on their way out ages ago.
Well, maybe it depends on how yu feel about and perceive it. Some would say that the CLUT formats are an old fashioned, inferior way of compressing bitmaps. Others could perceive CLUT as a pure none wasteful format, with some nice extra benefits.
But they are (a) more expensive to implement in HW and (b) generally offer much lower quality/bit than other compression methods.

Of course, if you're really desperate for palette lookup you can use programmable shaders
I doubt that patent could stand a testing in a court.
On the contrary, I've had a few years experience with patents and I'd say it looks fine to me.
Changing the palette to do animation and effects is an old and widely used idea. For example some old Amiga and Atari games use palette cycling to do running water.
And others have done hideous mandelbrot colour cycling but that does not invalidate this patent. Did these games, anywhere, mention
  • generating a table of representative surface normals
  • quantising the objects's surface normal texture so that it referenced only normals in the table
  • on each frame , computing the dot product of the lighting direction with the precomputed normals .... etc etc.
No? Then they, IMHO, do not constitute documents "indicating lack of novelty or inventive step"


I’ve read somewhere that normal mapping is actually a rather old bump mapping technique, originally developed for offline rendering. The source didn’t say by whom, does anyone know?
Well the DOT3 technique was published at SIGGRAPH a few years back and the examiners were quite happy that it was novel. Unless you can show actual documents, I'd stick with the SIGGRAPH panel's opinion.
 
On the contrary, I've had a few years experience with patents and I'd say it looks fine to me.
Although that patent does probably have only a little more chance in court than when British Telecom asked for royalies on the hyperlinks, that's really not important. Patents like that exist to be licensed, and I cannot imagine licensing fee for something like that being anything high. It's interesting that such method exists, though.
 
marconelly!:
Although that patent does probably have only a little more chance in court than when British Telecom asked for royalies on the hyperlinks,
The method covered by the patent seems fairly novel and specific; those usually hold up fine.

As for why there could be multiple developments with effects similar to that of Polybump, the idea of mapping flat detail derived from a higher resolution mesh onto a simpler mesh and then giving it the appearance of perspective through lighting is general enough to lend itself to multiple different patent incarnations.

Regarding bump mapping, the lighting effect looks far better when the method uses dot product calculations. Though, they're intensive.
 
marconelly! said:
BGDA has zero bump mapping of any sort. The question was even asked directly to the devs by IGN (or another mag). Only very good work on the textures.
I don't remember that ever being asked, and I could swear there was some kind of BM going on as I've spent probably 5 minutes just making sure to see how it works in some rooms.

Marco, you should send an email to the BGDA dev, considering you know for sure they were doing Bump Mapping in BGDA and they were not even aware of it according to the interview above (where they are talking about the improvements in Norrath to be clear).
 
london-boy said:
Personally, and i've said this LOADS of times before, i think that Detail Texturing would do a lot to improve PS2 graphics. Things would benefit a lot more from detail textures than bump mapping or other "checklist" features, in my opinion, and it doesn't seem like it would be particularly unfeasible or costly either, unlike BM.

I agree. If you look at Unreal Championship for the xbox, you'll notice that the actual texture resolution is quite low, but the use of detail textures really makes everything look much more detailed than it really is (obviously).
 
Marco, you should send an email to the BGDA dev, considering you know for sure they were doing Bump Mapping in BGDA and they were not even aware of it according to the interview above
I have very clearly explained what I have seen, and I think that it could fool just about anyone. Even then, it was not like I ever said I knew for sure. Anyways, read my later posts and some of the replies, it's a water under the bridge now, and your jab was unnecessary.

Interview snippet you quoted btw, wouldn't contradict with anything I've said. There were no pre-baked BMs in BGDA, and there are in Norrath. However, I was not talking about that at all.
 
Alstrong said:
I agree. If you look at Unreal Championship for the xbox, you'll notice that the actual texture resolution is quite low, but the use of detail textures really makes everything look much more detailed than it really is (obviously).
Halo is an even better example of that. Without detail texturing, many if the textures used in that game wouldn't look out of place on N64.
What are those grass and rock tiles, 512x512?
 
Squeak said:
Alstrong said:
I agree. If you look at Unreal Championship for the xbox, you'll notice that the actual texture resolution is quite low, but the use of detail textures really makes everything look much more detailed than it really is (obviously).
Halo is an even better example of that. Without detail texturing, many if the textures used in that game wouldn't look out of place on N64.
What are those grass and rock tiles, 512x512?

Wasn't n64 limited to 64x64?
 
No sorry, I meant the detail texture tiles in Halo. When you find the boundaries of them, they look like they more or less cover a screen, without single texels being evident, .
The N64 texture cache is 4Kb, so the maximum texture size in that must be 128x64. But you can do larger textures (if you are willing to sacrifice some fillrate) with trilinear, splatting or by simply ignoring the bilinear seam.
 
weren't there some realtime demos of a game engine that was supposedto utilize pump mapping on the PS2 presented on IGN some time back?
 
Legion said:
weren't there some realtime demos of a game engine that was supposedto utilize pump mapping on the PS2 presented on IGN some time back?

Pump Mapping, even Radeon X800 can't do that/// :p
 
Deepak said:
Pump Mapping, even Radeon X800 can't do that/// :p

It's Reebok Pump Mapping©, actually, that explain why the Radeon X800 can't do it, but since an agrement have been conclude recently between Reebok and Ati, you can activate Pump Mapping via the control panel if, at the same time, you're wearing 92' Reebok Pump.

rebpump-8.jpg




:LOL: Back in the days, thoses snickers were "the thing" to possess.
 
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