POPPUR爱换

 找回密码
 注册

QQ登录

只需一步,快速开始

手机号码,快捷登录

搜索
查看: 4736|回复: 29
打印 上一主题 下一主题

(召唤老E)4D图象来了!A Reality Only For PlayStation 3

[复制链接]
跳转到指定楼层
1#
发表于 2007-8-25 09:23 | 只看该作者 回帖奖励 |正序浏览 |阅读模式
原文地址:http://www.psu.com/4D-Graphics--A-Reality-Only-For-PlayStation-3--a1063-p0.php

第二页的那张图片很赞,可以通过鼠标调整角度,在PS3上就是用手柄。

文中提到部分PS3游戏已经使用了4D Graphics,发售的是Motorstorm,未发售的有KZ2、White Knight Story, 和Eight Days,还有就是神秘的AFRIKA。

实现4D Graphics主要还是归功于SPUs。

XO目前无法实现,看下段原文。

Now, let’s fix a common misconception.
These 4D renders can be processed on the xbox360 with an average mean time of 10-12 seconds. Yes. The renders are possible, but the dynamic realization of procedural texture streaming is not. The dynamic renders with characters in the scene, with progression of life through the time continuum, are not possible with the 360 system. It would take days to produce dynamic renders on the 360 in the fullest definition of 4D graphics--this with the software already optimized for it.

[ 本帖最后由 zhangjingy 于 2007-8-25 09:30 编辑 ]
30#
发表于 2007-8-27 10:37 | 只看该作者
算是对 SPU利用的一个不错的案例阿
而且不会对RSX带来多大压力
就是SONY 再一次放卫星式的宣传了吗?
还是FANS吹出来的呢?
回复 支持 反对

使用道具 举报

RacingPHT 该用户已被删除
29#
发表于 2007-8-27 09:34 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
回复 支持 反对

使用道具 举报

28#
发表于 2007-8-27 08:26 | 只看该作者
原帖由 Eji 于 2007-8-26 15:49 发表
其實說起來程序材質是個對CELL很適合的繪圖領域....而且這方面SPE適合做,其他系統則"沒有明顯的好處"所以通常不會做。原文的本意也是如此....

如果整合到MegaTexture裡面的話,或許會出現非常有趣的特效也說 ...

谢谢大大教育了,学到了不少:a)
回复 支持 反对

使用道具 举报

27#
发表于 2007-8-27 07:29 | 只看该作者
进来拜天师的。。。
回复 支持 反对

使用道具 举报

26#
发表于 2007-8-27 07:22 | 只看该作者
4d......模拟地球.......:wacko: 吐死贫僧了.......
回复 支持 反对

使用道具 举报

25#
发表于 2007-8-27 03:24 | 只看该作者
這裡面有個問題是"用程序材質的目的是什麼?"

如果說成"4D graphic"的話,這點應該是透過材質的改變來營造出環境受到時間影響造成的變化,不過我在想如果有別的作法的話不見得要用程序材質來做倒是真的。這樣的話其他的系統就可以用其他的方法實現這個目的....

一個關鍵點:"普通的場景的話",程序材質的效果過去都比一般大型材質差。

像這種變舊的東西,程序材質在"製作過程上"可以很快做出效果....
但是美工要是喜歡畫一個新、一個舊的材質,然後中間用pixel shader即時跑漸變的mask也是可以。
比較費工是沒錯,但是應該有美工比較喜歡這樣。
回复 支持 反对

使用道具 举报

24#
发表于 2007-8-26 15:49 | 只看该作者
其實說起來程序材質是個對CELL很適合的繪圖領域....而且這方面SPE適合做,其他系統則"沒有明顯的好處"所以通常不會做。原文的本意也是如此....

如果整合到MegaTexture裡面的話,或許會出現非常有趣的特效也說不定。畢竟MegaTexture目前最大的瓶頸,其實就在於DCC的過程裡面雖然美術人員可以有效率的合成出大場景,但是合成的過程本身則不是即時的。(這點在Demo裡面可以看得出來)但是透過咚阗Y源獨立的SPE來做的話,或許即時合成的瓶頸就可以得到緩解....

這裡面有個問題是"用程序材質的目的是什麼?"

如果說成"4D graphic"的話,這點應該是透過材質的改變來營造出環境受到時間影響造成的變化,不過我在想如果有別的作法的話不見得要用程序材質來做倒是真的。這樣的話其他的系統就可以用其他的方法實現這個目的....

一個關鍵點:在一般場景狀況下,程序材質的效果過去都比一般大型材質差;在一般系統上,程序材質通常沒有優勢。
在PS3這種咚懔扛叩南到y上,RSX存取主記憶體又快的時候,程序材質才開始有發展的環境。

[ 本帖最后由 Eji 于 2007-8-27 03:22 编辑 ]
回复 支持 反对

使用道具 举报

23#
发表于 2007-8-26 13:49 | 只看该作者
天呀天呀!!

张天师  我靠!!!已经臭便网络了。。。。。
回复 支持 反对

使用道具 举报

22#
发表于 2007-8-26 11:18 | 只看该作者
张天师w00t) w00t)
跑这丢人来了
回复 支持 反对

使用道具 举报

21#
发表于 2007-8-25 22:01 | 只看该作者
4D???
时间+3D。。。。
回复 支持 反对

使用道具 举报

20#
发表于 2007-8-25 21:30 | 只看该作者
w00t) w00t) 我时来看天师的:lol: :lol: :lol: :lol: 水过
回复 支持 反对

使用道具 举报

19#
发表于 2007-8-25 16:53 | 只看该作者
ProFX = 程序材質Middleware....
就這樣。

和別的結構比起來SPE跑是比較有效率,但是說only for PS3就扯遠了。
回复 支持 反对

使用道具 举报

18#
发表于 2007-8-25 15:16 | 只看该作者
天师跑这里来丢人了``````
回复 支持 反对

使用道具 举报

17#
发表于 2007-8-25 14:44 | 只看该作者
4D不是3D+时间吗?:p
回复 支持 反对

使用道具 举报

16#
发表于 2007-8-25 13:38 | 只看该作者
什么4D,老技术了,换了个名吵作。:unsure:

[ 本帖最后由 goie 于 2007-8-25 13:55 编辑 ]
回复 支持 反对

使用道具 举报

15#
发表于 2007-8-25 12:56 | 只看该作者
被骗了:( :(
回复 支持 反对

使用道具 举报

14#
发表于 2007-8-25 12:05 | 只看该作者
我觉得只是用SPU做延后渲染+程序化纹理。
回复 支持 反对

使用道具 举报

13#
发表于 2007-8-25 11:55 | 只看该作者
最早宣传4D的是莎木
回复 支持 反对

使用道具 举报

12#
 楼主| 发表于 2007-8-25 11:55 | 只看该作者
Quote:
Graphics, Games, and Multi-core
Jonathan Erickson
The challenges for developers may not be just technical

Today's guest is Sebastien Deguy, president and founder of Allegorithmic.


DDJ: Sebastien, the Allegorithmic web site mentions "procedural textures." What does that mean?

SD: Procedural textures are textures defined according to an algorithm. Instead of painting (by hand) the texture pixel by pixel, you define the way these pixels have to be lit to produce the texture you want. It's basically like writing a program, and with that program comes all the power of algorithms over frozen (bitmap) data -- compactness, data amplification, parameterization, and the like.

When the procedural texture is defined, you launch an engine for actually generating the bitmap textures. These are called realizations of the procedural description, and it's a lot like the difference between a -- possibly random -- process and the realization of that process.

In the case of Allegorithmic's procedural textures, you'd define the procedures in a nice visual way using our product MaPZone, then use our other technology ProFX to rasterize the images, producing the final result to be displayed by a game engine or any renderer.

There are many advantages to using procedural textures instead of bitmap textures, one of them being that procedural texture files are typically 500-1000 smaller than bitmaps (making them ideal for online games).

DDJ: I'm familiar with 3D textures. But what are 4D textures?

SD: 4D here stands for 3D + Time. 4D textures means evolving textures, evolving environments and games. On our web site we showcase a demo around that idea, where a bathroom goes from a clean state to a dirty state in real-time.

Procedural textures, because they are driven by parameters, can be driven by time. And by letting time go by, the aspect of the textures can be changed, going for example from a clean state to a deprecated one.

Now imagine that applied to a game, where the whole environment and characters are changing, evolving, according to time but also to your actions within that environment. Actual PCs and consoles can handle this, and I must say I can't wait to see games using this as a feature.

DDJ: If I recall from your web site, a platform you will shortly be supporting is Playstation 3. What benefits and challenges do multi-core processors bring to the scene?

SD: Procedural techniques are demanding in terms of power, so the more power you can get, the better it is in that respect. Going multi-threaded is quite easy generally speaking for image-based work (you can divide the image in several pieces and work in parallel), and so the more cores you can get, again, the better it will be.

That said, programming the PS3's eight Synergistic Processing Units (SPUs) can be quite challenging from time to time, but there is definitely a lot to gain from the architecture, and ProFX on PS3 should run impressively fast. (We should get confirmation on that by the end of the year or so

A very cool side effect of the PS3's architecture is that ProFX should be able to continuously stream textures -- using one or two SPUs to compute the textures to be given to the GPU to be displayed, that's a huge bonus for adding rich content to games without having to stream that content from the BluRay or overloading the sole GPU of the machine.

You should see more graphically impressive games than ever with that kind of combination.


DDJ: We've seem to have made great strides in terms of texture mapping and other forms of 3D modeling. What's the next big challenge?

SD: There are many technical challenges that I could point out here. But I'd like to focus on one. Game developers now have a lot more content to produce, store, and distribute than ever before. MMORPGs are a good example here, filling up a BluRay of 50GB of content (instead of 5GB for a single layer DVD) is another one.

The question is then, for producing 10 times more content, do you want to grow your company by a factor of 10? Although I like the idea of allowing the industry to grow significantly, and although I love the idea of providing the maximum people with a cool job, I don't believe it's feasible that way.

Therefore game developers have to find new ways of not only producing that content, but also storing and delivering it.


I strongly believe procedural techniques for content creation are a major solution to that challenge:

* It's proven that, because defining procedural content is a highly non-linear process, you produce more content faster than with traditional techniques by reusing a lot of the base elements you've been producing along the line.
* Procedural content can be easily customized and created by gamers, and user-generated content is another key element for producing never-ending content.
* Procedural content files are typically parameters or code, which is usually extremely small compared to what it can produce. And that makes them ideal for the storage and furthermore the delivery of that content.

Of course, going from a traditional approach for content production to using generative techniques can be quite a challenge by itself, but it's worth the effort, and one of the only ways I see for raising the bar in terms of next-generation content creation.

DDJ: If readers want to find out more about these topics, can you suggest a web site? [okay to point to www.allegorithmic.com - YES]

SD: First, I invite readers to take a look at the web site dedicated to ProFX, Allegorithmic's middleware for procedural texturing, where they can find a lot of information regarding procedural texturing for games:

They can also check the Wikipedia webpage about procedural generation as a whole, and see that it's quite a hot topic right now (waiting for Spore!)

Source
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

本版积分规则

广告投放或合作|网站地图|处罚通告|

GMT+8, 2024-11-28 08:32

Powered by Discuz! X3.4

© 2001-2017 POPPUR.

快速回复 返回顶部 返回列表