Anything with high quality object-based motion blur and good AA.
How complex does a scene need to be? If you added OBMB to say, Captain Toad it would look CGI to me.
I do agree, which is why I specified something that can show at Cannes or a similar film festival. Oh, and in 3D. there are plenty of 2D animations out there on computer, but CGI pretty much means 3D in vernacular even if the definition isn't so distinct.I can only second Milk's opinion, we should really try to draw a line somewhere and at least broadly define what we consider to be "CGI".
I think that's too small a target, aiming for the big budget AAA creations. There are lots of indie animations and smaller studios and short works that can't afford the fidelity of the movie industry.Most people seem to refer to movie visual effects when they talk about CGI, so one major topic should be realism; but another one could be the look of CG animated features from the Disney/Dreamworks school.
That wasn't the intention! This isn't a technical thread and though your interpretation is a valid one, that's not what it was meant to achieve. It's just a celebration of games that have moved away from looking obviously like computer games and into a realm where it's much easier to forget they're games and appreciate them more like well made animations. Final Fantasy X looked great until we hit the real-time graphics and then the jaggies and shimmer caused brain-haemorrhaging - the game didn't look like CGI. We're getting to a point where games can, and that's a good thing! I think it worth making a note of games that make that subjective transition away from games into...art? TV?So I believe we should focus on games that are trying to achive such results.
The original definition of scene complexity included both the possibly huge number of objects in a scene, and also their detailed geometry. Basically anything that can appear in a movie - landscapes, cityscapes, crowds and so on; and also close-ups of realistic characters and any other item.
The first versions of Renderman used two main techniques - also closely connected - to deal with this complexity.
First of all, every piece of geometry is tessellated into micropolygon grids with usually at least one vertex per pixel (but the "shading rate" parameter can increase or decrease this number anywhere), even completely flat surfaces, and only the vertices are shaded. This has also immediately made displacement mapping very cheap, as it only takes a little extra work to move those vertices before shading and rendering.
The other big thing was a major implementation of "divide and conquer". The final image is split into quadratic tiles (buckets in offline rendering) and ALL the scene geometry is sorted and split iteratively until every piece is small enough to fit into one such tile. This way the actual amount of data required for the rendering of the bucket can be kept to a manageable level that would fit into RAM.
Another major technical innovation was how the shaded grids were then sampled for the final rendering, this has allowed for high quality antialiasing, motion blur and depth of field (both of which are actually possible to render in 3D, instead of using 2D post-processing trickery).
If any of you are interested in more details, this is the paper to read:
http://www.researchgate.net/publication/265004726_Advanced_RenderMan_2_To_RI_INFINITY_and_Beyond
I think this should actually be sort of a pre-requisite for meaningful discussions here Don't worry, it's neither too long nor too complicated, and in fact is a pretty fascinating read - especially considering that it's nearly 15 years old now!
I agree, which is why I think it noteworthy we've overcome those shortcomings. Rogue Galaxy looked like a cartoon on PS2, except it didn't due to the IQ, so it was obviously a game. Up until Drive Club, every racing game I ever saw a screenshot for (sans maybe photomodes) looked immediately like a computer game to me, no matter how pretty, but DC can sometimes shed that and look like one's watching a prerendered car scene.Resolution aside, I'd say a couple older games that chose heavily stylized looks like okami got somewhat close, though were still hindered by obviously low poly-counts or low-res textures way too often...