qwerty2000
Newcomer
That's too conservitve If I wanted to take it easy, I'll say 5-10 bpps and 900-1.5 polys per second. But the more I think about I think it's going to be 10 billion plus.
Panajev2001a said:I've said this before I seriously looked at both of these technologies for a racing game a few years ago and it was cheaper to store a very highres model (>25000 poly's) than to store the subdivision surface model or the nurbs model. You have to get really close to a 25000 poly car model for the polygons to become obvious (the model had bulbs in the headlights!).
Please, do expand on this and break some myths along the way.
It seems so strange to me that a NURBS model or a Subdivision surface model can take more memory storage space than a straight 30,000 polygons model.
It is also true that if the NURBS surface uses a tons of control points, you have to store them.
The idea with NURBS and Sub-Division surfaces is to make surfaces smoother and more detailed with less memory storage cost, but I can see how modelling VERY VERY small details of lots of different parts on screen ( you tend to use much more small patches rather than one single big patch ) might take quite a big toll.
Is this what you are saying ?
Thanks for the help ERP .
artists apparently usually cheat in CG and just overlap pieces.
Paul said:I bet Pana is going absolutely nuts reading this, a sensory overload for him.
Fafalada said:Jaws wrote:
but could this potentially be the patent relating to the much vaunted PixelEngine in the PS3's GPU aka Visualizer?
Taking a guess based on what I've read so far, this strikes me as an attempt at a fast and compact programmable replacement for conventionally hardwired circuitry (eg. rasterization, filtering, primitive setup etc.).
If I'm right, implications would be interesting - how about a programmable primitive processor? And jvd and co. should jump for joy about idea of having a configurable pixel feature set
That said, I don't think this is a patent related to entire Visualizer, just the blackbox parts previously thought as fixed hw yeah. (Then again that may have something to do with me refusing to accept any idea of having multiple ISAs for geometry and fragment computation parts... In my dream world we're still using APUs for all shading ops ).
'Explosive amount...' , that's what I thought! Maybe it'll fry the GPU at 4Ghz!McFly said:These days even patents sound like marketing papers:
Quote:
complicated processing flow with an extemporaneous and explosive amount of operations
Can we even talk about pipes in that patent? From my impression there are 256 SALC (serial arithmetic logic circuit?) connected together in 8 blocks (each block with it's own bus), but each of them can be accessed individually. The output happens over 32 serial output lines. Is that right?
I agree.ERP said:We wrote a Catmull clark surface editor in Maya and had an artist build a car, the control point density was between 1/3 to 1/4 of the number of verts in our polygon the model
This can be avoided if one can can limit the min-max valence of a vertex,however with the subdivision surface we also need to store connectivity info for the mesh.
I agree another time..NURBS should dieWith Nurbs we had two issues, one was that it was difficult to model continuous smooth surfaces, artists apparently usually cheat in CG and just overlap pieces. The second was we needed both very large numbers of control points to model anything with accuracy, and they were utterly useless without trimming. Trimming was just was too expensive to consider.
SALPs can effectively replace those parts of a GPU devoted to rasterizing, zbuffer/alpha/stencil tests. Shading is a work for the mighty APUsJaws said:Would it really matter if APUs doing all shading ops (vertex and pixel) be replaced by say, vertex shading via APUs and pixel shading via these SALPs in the PixelEngine? Indeed, the GPU maybe without APUs and replaced by these SALPs entirely...:?
I hope it hasn't!Maybe the Cell ISA has extensions for graphics?
That's good for antialiasing or dithering..yeahThese SALCs do seem to be tiny though, operating usually on 1-3 bits...
nAo said:SALPs can effectively replace those parts of a GPU devoted to rasterizing, zbuffer/alpha/stencil tests. Shading is a work the mighty APUsJaws said:Would it really matter if APUs doing all shading ops (vertex and pixel) be replaced by say, vertex shading via APUs and pixel shading via these SALPs in the PixelEngine? Indeed, the GPU maybe without APUs and replaced by these SALPs entirely...:?
This can be avoided if one can can limit the mix-max valence of a vertex,however with the subdivision surface we also need to store connectivity info for the mesh.
Absolutely as poly counts increase the artist need to be taking out of the loop with regard making render friendly art. They have enough problems making it look pretty without having to work around bizarre rules that make perfect sense from a ASM level....nAo said:I agree.
In fact I'd work in another way. I'd let the artists work with the basic primitives they like, then I'd convert that primitive in a rough polygonal (triangles) model, from there one would like to convert this polygonal mesh in a preferred (loddable? compressed? etc..) representation.
Geometry images need more research (there are too many drawbacks at this time, imho)..DSS are very interesting, but there are literally bilions of modes to implement them in a modern GPUs, so there is a lot of research to do even along this way.DeanoC said:Hoppes has some good stuff with geometry images and displaced subdivision surfaces for this kind of stuff.
As noted, the idea seems to be that SALPs effectively 'are' the core of the pixel engine black box (if you recall the original Cell patent, pixel engine was denoted separate from APU shaders).Jaws said:Would it really matter if APUs doing all shading ops (vertex and pixel) be replaced by say, vertex shading via APUs and pixel shading via these SALPs in the PixelEngine? Indeed, the GPU maybe without APUs and replaced by these SALPs entirely...
Well that's how it's normally done with compressed meshes no? The question is how much control can we afford take away from artists, I mean converting to some exotic subdivision scheme for compression may have unpredictable results...nAo said:I'd let the artists work with the basic primitives they like, then I'd convert that primitive in a rough polygonal (triangles) model, from there one would like to convert this polygonal mesh in a preferred (loddable? compressed? etc..) representation.
I don't know Faf..I'm a newbie as games developerFafalada said:Well that's how it's normally done with compressed meshes no?
Umh..those kind of problems can be avoided. I'd worry about lossy mesh compression..The question is how much control can we afford take away from artists, I mean converting to some exotic subdivision scheme for compression may have unpredictable results...
Were your meshes reparametrized?ERP said:I spent a fair amount of time looking at the model afterwards and there were really no unreasonable constructs in there. In fact the large number of high valence verts was a result of minimizing the patches in the model.
Sure..what about your figures for the next gen?Besides we should be discussing shader instructions/pixel it's a much more interesting benchmark.
Well yeah, that's what I meant, converting to another representation is pretty much lossy by definition.nAo said:What about a 3D artist gone crazy about the fine details he/she modelled on a bilions triangle mesh your compression scheme has just smoothed away?
I think I still want my programmable primitive processorPanajev said:What do you think ?
Anyway, I second nAo in regards to ISA issues, if Cell breaks on ISA problem as simple as this, it's a bit of a failed ideology from the get go.
Fafalada said:As noted, the idea seems to be that SALPs effectively 'are' the core of the pixel engine black box (if you recall the original Cell patent, pixel engine was denoted separate from APU shaders).
Fafalada said:I think I still want my programmable primitive processor