game graphics

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game graphics

by bishop-11 :: Rate this Message:

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Possibly everyone here has already savoured, from:

http://www.pcper.com/article.php?aid=532&type=overview


"...CARMACK: It’s interesting in that the algorithms would be something
that, it’s almost unfortunate in the aspect that these algorithms would
take great advantage of simpler bit-level operations in many cases and
they would wind up being implemented on this 32-bit floating point
operation-based hardware.  Hardware designed specifically for sparse
voxel ray casting would be much smaller and simpler and faster than a
general purpose solution but nobody in their right mind would want to
make a bet like that and want to build specific hardware for technology
that no one has developed content for.  The idea would be that you have
to have a general purpose solution that can approach all sorts of things
and is at least capable of doing the algorithms necessary for this type
of ray tracing operation at a decent speed.  I think it’s pretty clear
that that’s going to be there in the next generation.  In fact, years
and years ago I did an implementation of this with complete software
based stuff and it was interesting; it was not competitive with what you
could do with hardware, but it’s likely that I’ll be able to put
something together this year probably using CUDA.  If I can make
something that renders a small window at a modest frame rate and we can
run around some geometrically intricate sparse voxel octree world and
make a 320x240 window at 10 fps and realize that on next-generation
hardware that’s optimized more for doing this we can go ahead and get
1080p 60 Hz on there.

That would be the justification that would make everybody sleep a whole
lot of better that there is going to be some win coming out this. ..."
</carmack>

Geof Bishop


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Re: game graphics

by Ray St. Marie :: Rate this Message:

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Hi Geof,

On Thu, Mar 13, 2008 at 3:46 PM, bishop <bishop@...> wrote:

> Possibly everyone here has already savoured, from:
>
> http://www.pcper.com/article.php?aid=532&type=overview
>
>
> "...CARMACK: It's interesting in that the algorithms would be something
> that, it's almost unfortunate in the aspect that these algorithms would
> take great advantage of simpler bit-level operations in many cases and
> they would wind up being implemented on this 32-bit floating point
> operation-based hardware.  Hardware designed specifically for sparse
> voxel ray casting would be much smaller and simpler and faster than a
> general purpose solution but nobody in their right mind would want to
> make a bet like that and want to build specific hardware for technology
> that no one has developed content for.  The idea would be that you have
> to have a general purpose solution that can approach all sorts of things
> and is at least capable of doing the algorithms necessary for this type
> of ray tracing operation at a decent speed.  I think it's pretty clear
> that that's going to be there in the next generation.  In fact, years
> and years ago I did an implementation of this with complete software
> based stuff and it was interesting; it was not competitive with what you
> could do with hardware, but it's likely that I'll be able to put
> something together this year probably using CUDA.  If I can make
> something that renders a small window at a modest frame rate and we can
> run around some geometrically intricate sparse voxel octree world and
> make a 320x240 window at 10 fps and realize that on next-generation
> hardware that's optimized more for doing this we can go ahead and get
> 1080p 60 Hz on there.
>
> That would be the justification that would make everybody sleep a whole
> lot of better that there is going to be some win coming out this. ..."
> </carmack>
>
> Geof Bishop


Thanks for this, Geof. I was able to find the DOOM sources, which I've
always wanted to see as I knew John Carmac had used assembler to do
the really tricky time dependant stuff. I'm hoping to learn enough to
do something with it in cf2.

Again, thanks.
Ray


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> To unsubscribe, e-mail: colorforth-unsubscribe@...
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--
Raymond St. Marie ii,
colorforthray.info

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