November 30th, 2007
Autodesk has a fun quiz on their site called the Fake or Foto test. In the quiz, you have to look at each image, and guess whether it is real or a render. Surprisingly, I aced it the very first time!
After I took the quiz, I went back and documented all the things that made me think a particular image was real or fake. That way I could see what it was that clued me so that I might improve my own work. In almost all cases, it wasn’t that the CG images were obviously wrong in any way, it was simply that the real images had more “detail” in them.
For years, the limitation has been what the software could do, but I’m not so sure that’s true anymore. In games especially, production costs have gone up as graphics have become more realistic simply because making detailed images is very time consuming. The relationship between time, money and graphics detail is linear. The problem, of course, is that neither time nor money are infinite. Limited budget means limited production cycles, which means limited time to spend adding things like scratches, scrapes and nose hairs. Eventually, we’ll reach a point where we can’t add more detail not because we’re out of RAM–we can’t add more detail because we’re out of time! Truthfully, I think we’re on the horizon of that already.
While I’m certain that there are still numerous improvements to be made in traditionally researched areas such as lighting, I think technological improvements to workflow have more potential to improve the quality of computer graphics in the near future than virtually any other area. Automated procedural geometry, better methodologies and tools that allow for less restrictive workflow patterns–such as recent advancements in re-topology interfaces–can allow us to complete the same job in less time and with far less effort. We know the artists and software can do it; now we need to make it practical.
For the curious, here are my impressions from the Autodesk quiz:
** WARNING ** Spoilers follow. You might want to take the quiz yourself before you read my analysis of the images.
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Tags: auto desk, cg, cgi, computer graphics, photo, photorealistic, procedurals, realism, render
Posted in 3D Tutorials, General | 1 Comment »
November 29th, 2007
Games, books, and movies may be entertainment, but they also influence the way people think. The “Values at Play” research project, a collaboration between Hunter College’s innovative Tiltfactor Lab and New York University sponsored by the National Science Foundation, is investigating how game designers unconsciously and consciously express and encourage specific worldviews through their creations.
This looks like an interesting project, providing a growing body of useful research for seasoned developers, as well as game design contests and curriculum tools for students and educators.
http://valuesatplay.org/
Tags: computer games, ecology, game design, gender issues, national science foundation, programming, research, social values, values at play, video games, worldviews
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November 28th, 2007
This new wearable motion capture system is so compact, it can even be used to capture movement in otherwise impossible environments like behind the wheel of a car!
[youtube:http://www.youtube.com/watch?v=V0yT8mwg9nc 350 292]
The most interesting part? The authors claim to have built their prototype from off-the-shelf components for only around $3K. Read the paper here.
Tags: 3d, 3d animation, 3d graphics, animation, computer graphics, game programming, graphics, mo cap, motion capture
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November 27th, 2007
Ambient occlusion is a lighting technique that is commonly used to create soft shadows on objects. Ambient occlusion isn’t used to create the type of shadows that are cast from objects with a light shining directly on them. Instead, ambient occlusion generates the type of deep shadows that appear in the corners or creases of things, where it is hard for the light to reach.
Technically speaking, ambient occlusion is a global illumination technique. However, in common usage of the term it is often referred to as a cheap alternative to global illumination. To clear up any confusion, what most renderers refer to as “global illumination” is actually an amalgamation of several techniques such as radiosity, metropolis light transport, image-based lighting or photon mapping. The actual techniques used differ slightly from renderer to renderer. Some renderers include an ambient occlusion term as part of their global illumination calculation; others do not.
Like most global illumination techniques, ambient occlusion is dependent on the other geometry in the scene. Ambient occlusion on its own generates less realistic lighting than “full” global illumination. However, ambient occlusion is much faster and less complex to calculate than other methods which is why it is still popular among game developers and in production animation.

(Left) Without Ambient Occlusion. (Right) With Ambient Occlusion
Click for larger image.
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Tags: 3d, 3d graphics, ambient occlusion, cg, cgi, global illumination, graphics, monte carlo, programming, ray casting, ray tracing, rendering, ssao
Posted in 3D Tutorials, Code Snippets, General | 9 Comments »
November 20th, 2007
According to Information Week:
In the latest move, Sony Computer Entertainment, the unit responsible for the PlayStation, reduced the price of the SDK, which SCE calls the Reference Tool, to $10,250 in North America, $8,600 in Japan, and $11,250 in Europe. In addition, SCE said it would enhance the development environment by integrating programming tools from SN Systems. SN’s core tool is called ProDG.
Read the rest of the article here.
Tags: dev kit, game developments, playstation, price, programming, ps3, video games
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