Praxis takes on a so-called 'leak' in a debate...

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

Moderator: Thanas

User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

Yup, but no released copy (as in ones that were sold) of Windows ever ran on PowerPC processors, and those NT builds could not run Windows applications.



My latest:
Praxis wrote: Irony of ironies, IBM announced (not released, actually announced) their dual core processors about half an hour ago :D

http://forums.macrumors.com/showthread. ... did=136515


That's right, they JUST announced their dual core processors and aren't shipping them for a while. I am really wondering how Mr. Sam got his dual core G5 Alienware about now :D

And meesle above has a good point; if the Revolution has three AI chips offloading all the AI work from the processor, and three physics chips offloading all the physics work from the processor, and two GPU's four times faster than any other offloading all the rendering work from the processor...why do you need FOUR G5 processors, when the XBox 360 doesn't have any of these and only has three slower-than-G5 processors?
User avatar
Dooey Jo
Sith Devotee
Posts: 3127
Joined: 2002-08-09 01:09pm
Location: The land beyond the forest; Sweden.
Contact:

Post by Dooey Jo »

About cubemaps: Cubemaps are textures consisting of six textures from all six directions that the object can be seen from (right, front, left, back, up, down, though not necessarily in that order). They are useful for simulating reflections, or skies and environments if the camera is inside the object with the cubemap. It's used quite often to give a shiny feel, that looks better than the phong shading otherwise used for that, to objects in games. It's not a new "graphic gimmick".

That which the patent describes might already be possible to do, using some form of shading technique like normal mapping in addition to the cubemap. I figure it's supposed to look like a slightly more advanced layered panoramic view, so those parts close to the camera will move slightly differently in respect to those further back. It certainly wouldn't be "revolutionary" in any way that I can think of. If it's going to use actual depth maps in a game with six degrees of freedom, those maps are going to be quite huge. Well, unless they are rendering the depthmaps in real-time, I suppose, but what would be the point of doing that. You might just as well use high-res normal textures.

However, in the days of point-and-click adventures, this technology might have been useful (that's not to say those games are completely dead, as I have a Dracula game like that, that's not too old).
Image
"Nippon ichi, bitches! Boing-boing."
Mai smote the demonic fires of heck...

Faker Ninjas invented ninjitsu
User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

I'm probably completely misunderstanding, but is it anything like the Marketplace in Zelda 64 only in much higher detail?
User avatar
Dooey Jo
Sith Devotee
Posts: 3127
Joined: 2002-08-09 01:09pm
Location: The land beyond the forest; Sweden.
Contact:

Post by Dooey Jo »

Praxis wrote:I'm probably completely misunderstanding, but is it anything like the Marketplace in Zelda 64 only in much higher detail?
Yes, if I were to do the Marketplace, I would be using cubemaps (or maybe make it completely 3D, but that wouldn't look as good on the N64). But you could also use a 360 degree panorama view of it, but this usually means you're going to get distortions at the sides of the screens when you're turning (this is very visible in that Dracula game I mentioned, but I cannot recall if I noticed this in OoT as well. I don't think so, though, been a while since I played it). It's hard to tell though, what parts of the Market that's actually 3D objects and what's prerendered background. That stair being an example. You could do it using a layered map, but did they? But I doubt they used a normalmapped or otherwise altered (as described in the patent) cubemap for the marketplace. I don't think that would even be possible with the N64...

On second thought, maybe the tech described would look like those 3D images you have to stare at in a special way to see what they depict. That would be doable if you assign each pixel with a depth value (which you do with depth maps...). You'd need a second background to fill in the gaps that are going to be caused by perspective, but it could look pretty neat. Not revolutionary, but still neat.
Image
"Nippon ichi, bitches! Boing-boing."
Mai smote the demonic fires of heck...

Faker Ninjas invented ninjitsu
User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

I've been thinking about this patent more and reading through it more closely.

The patent's abstract:
"Video game play rendered using a panoramic view of a cube map style rendering uses an associated depth map to supply three-dimensionality to the pre-rendered scene. The resulting panoramic rendering may be indistinguishable from rendering the original scene in real-time except that the background is of pre-rendered quality."

Another quote:
"13. A video game playing system comprising: means for loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; means for at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into cube mapped image to provide a composited mapped image; and means for panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play."

Note the last bit.
panoramically rendering said composited mapped image using a desired viewing angle
Like you said, it's panoramically rendering a pre-rendered scene JUST LIKE Zelda 64, except that it "uses an associated depth map to supply three-dimensionality".

So it's basicly just like the Zelda 64 marketplace with depth added!

That's the patent!

For all we know this could even be for the new Zelda game, or a Revolution Zelda game.

It's certainly not what he describes, that being
The patent Nintendo filed calls for the games graphic designers to pre-render the entire game environment of the whole game along with the NPC’s pretty much everything except the main interactive character/characters and basically converts it to real-time gameplay with no graphical fidelity loss whatsoever and allows a completely dynamic camera. The word “cube-mapping” stands for basically converting pre-rendered to real-time in an instant. This technique is actually dedicated to the hardware along with many other techniques that aid in this being accomplished.
User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

the real anonymous sam wrote:@Praxis: Please bear w/ me here. I actually went to the link you provided and read everything and you are WRONG. Nvidia was describing how the old generic cube-mapping technique is done, what I was referring to was “panoramically-composited depth-mapped cube-mapping”. That is in no way what the Nvidia is describing there. Nintendo filed that patent long after 1999 and is a “patented” technique which means and please for the love of god remember this. Only Nintendo can use that technique the way its described in that patent. I rest my case that you have been just gathering needless info from many sources and putting them together and claiming you know everything. If you actually think that G5’s can’t be implemented into Alienware PC’s you’re simply an idiot. So go back and read Nintendo’s patent on “PANORAMICALLY-COMPOSITED DEPTH-MAPPED CUBE-MAPPING”. Then relate that patent to the crap Nvidia link you related it to, then you tell me who doesn’t have their story straight. And yes you did say it way fake moron, I quote you said “cube-mapping crap-already proven false”, wrong again. Take care.

S


Praxis wrote: I see, I thought by cube mapping you were referring to the industry's cube-mapping standard.

So yes, I apologize for misunderstanding you.

"So go back and read Nintendo’s patent on “PANORAMICALLY-COMPOSITED DEPTH-MAPPED CUBE-MAPPING”"

Alright then. I looked it up and found the patent you are referring to, but it is still not what you are describing. And I had several programmers and hardware enthusiasts assist me in reading through it.

"About cubemaps: Cubemaps are textures consisting of six textures from all six directions that the object can be seen from (right, front, left, back, up, down, though not necessarily in that order). They are useful for simulating reflections, or skies and environments if the camera is inside the object with the cubemap. It's used quite often to give a shiny feel, that looks better than the phong shading otherwise used for that, to objects in games. It's not a new "graphic gimmick".

That which the patent describes might already be possible to do, using some form of shading technique like normal mapping in addition to the cubemap. I figure it's supposed to look like a slightly more advanced layered panoramic view, so those parts close to the camera will move slightly differently in respect to those further back. It certainly wouldn't be "revolutionary" in any way that I can think of. If it's going to use actual depth maps in a game with six degrees of freedom, those maps are going to be quite huge. Well, unless they are rendering the depthmaps in real-time, I suppose, but what would be the point of doing that. You might just as well use high-res normal textures. "




To quote the actual PATENT:
"Video game play rendered using a panoramic view of a cube map style rendering uses an associated depth map to supply three-dimensionality to the pre-rendered scene. The resulting panoramic rendering may be indistinguishable from rendering the original scene in real-time except that the background is of pre-rendered quality."


This is pretty simple to understand. It's, like it says, a 3D panoramic view.


Another quote, from the actual patent:
"13. A video game playing system comprising: means for loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; means for at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into cube mapped image to provide a composited mapped image; and means for panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play."

Note the last bit. Panoramically rendering the said composited mapped image using a desired angle.

This is for a 3D panoramic image with depth added. This has been done in the past without the depth. Want an example?

Zelda 64: Ocarina of Time. Remember the Marketplace? Well, this patent does something similar, creating a pre-rendered panorama similar to the marketplace, with a fixed viewpoint in the middle and a pre-rendered environment. The difference is that it has depth, so the objects stick out as if it was rendered in real time.

It allows normal objects to be put into this pre-rendered 3D panorama.

This is great in certain situations, but is not going to be used in most games. I wouldn't be surprised if this is for the next Zelda, or for a Revolution Zelda game. Imagine walking around in an area that looks almost lifelike, the only breaks in the illusion being the objects and characters...
But only in limited areas. Just like the marketplace was an area of its own in Zelda 64, MOST of the game is rendered normally. This cube mapping patent is just a pre-rendered 3D panorama with depth. It's cool but it's not going to make a big difference. And it's not going to make the Revolution be able to produce far superior visuals than the opposition in every game; certainly not.

The applications are very limited. It'll be great in some areas though. But like it says, it's from a fixed viewpoint.



And...wow...
Quote:
"If you actually think that G5’s can’t be implemented into Alienware PC’s you’re simply an idiot."

Amazing. You have reached unsurpassed levels of ignorance, far beyond comprehension. Congratulations.

I'm stunned that someone can possibly believe that an Alienware PC can have an unreleased dual core G5 processor with which it is totally incompatible.


And again, I ask you. What operating system are you running on your Alienware?

@ Norikage:
Yep, your source is correct that the G5 will not fit in a laptop (the processor itself is even too large), but he's talking from the subject of a Mac laptop (Macs use PowerPC processors). It's even more incomprehensible from the viewpoint of an Alienware laptop, as a PowerPC processor is incompatible with EVERYTHING Alienware sells.

If Sam had a computer with a G5, he'd have a Mac. If he had a laptop with a G5, he'd have some top secret IBM/Apple prototype that hasn't been released. Not an Alienware.
Praxis wrote: To add to my previous post; Sam, this is what you claim Cube-mapping is.

Quote:
"The patent Nintendo filed calls for the games graphic designers to pre-render the entire game environment of the whole game along with the NPC’s pretty much everything except the main interactive character/characters and basically converts it to real-time gameplay with no graphical fidelity loss whatsoever and allows a completely dynamic camera. The word “cube-mapping” stands for basically converting pre-rendered to real-time in an instant. This technique is actually dedicated to the hardware along with many other techniques that aid in this being accomplished."



Alright, I'm going to quickly compare YOUR determination of cube-mapping to the actual patent.



You said:
"The patent Nintendo filed calls for the games graphic designers to pre-render the entire game environment of the whole game along with the NPC’s pretty much everything except the main interactive character/characters"


Patent says:
"loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images"

This is for the environment and the environment ONLY. No NPC's or any of that stuff. The only thing that is cube mapped is the environment.



You said:
"and basically converts it to real-time gameplay with no graphical fidelity loss whatsoever"

It doesn't "convert" objects from pre-rendered to real-time; it takes the pre-rendered backgrounds and renders it. This is like putting a pre-rendered background like every game has (look at the sky in any videogame. The sky image was pre-rendered, and that pre-rendered texture was slapped on and is displayed in realtime), only it's panoramic (like the Zelda 64 Marketplace) and has depth.

It's a nitpick on words, but a significant nitpick as "converting" from pre-rendered to real-time makes no sense from the viewpoint of a modeller. You can render any pre-rendered image in real time if you slap it on a wall or something; a pre-rendered image is just a picture once its been rendered.




You said:
"and allows a completely dynamic camera. "


The patent says:
"panoramically rendering said composited mapped image using a desired viewing angle and frustum"

In fact, it says this twice; once in the abstract and once in point 13.

Note the "desired viewing angle" part. The programmer sets the viewing angle.

You say:
"The word “cube-mapping” stands for basically converting pre-rendered to real-time in an instant."


The patent says:
"A video game playing method comprising: loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into said mapped image to provide a composited mapped image; and panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play."

Thats what cube-mapping is.

Furthermore...
The patent also says:
"at least one pre-rendered cube map;"
and
"The storage medium of claim 10 wherein said pre-rendered cube map comprises six images as if looking through faces of a cube with the viewpoint at the center of the cube. "


THAT is what a cube-map is. It's called cube-mapping because it utilizes cube-maps, six pre-rendered images arranged in a cube with the viewpoint at the center, and adds depth to the maps.




I think the patent contradicts what you say directly.



News flash! Anyone who thinks G5's cannot be used in Alienware's is an idiot!

I guess we're all a bunch of idiots then. Too bad :(
User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

He claims to have submitted pictures to Mozlapunk that prove that he's real.
Tiger Ace
Jedi Knight
Posts: 627
Joined: 2005-04-07 02:03am
Location: AWAY

Post by Tiger Ace »

I want those pictures, :lol: Other then that, great smackdown.

Also, as was said, you could use this not just for stuff like the Marketplace(never played any Zelda :P), but lets say... Arena's, many games have you persistently come back to some scenes, if they were pre-rendered background they'd be great :P
Useless geek posting above.

Its Ace Pace.
User avatar
Dooey Jo
Sith Devotee
Posts: 3127
Joined: 2002-08-09 01:09pm
Location: The land beyond the forest; Sweden.
Contact:

Post by Dooey Jo »

Well the thing about using prerendered cubemaps for close environments is that the position of the camera must not change, otherwise it's going to look really bad. But didn't they say that they were going to use some new camera feature in the dungeons in Zelda: Twilight Princess? Some over-head view or something? If that means a fixed camera, then maybe they are going to use the patented technology for that.

I don't really see the point of that though since the GC should be more than capable of rendering places that looks just as good as OoT's Marketplace (or most of the scenes in houses, now that I think of it) in real-time. Maybe it saves disk-space...
Image
"Nippon ichi, bitches! Boing-boing."
Mai smote the demonic fires of heck...

Faker Ninjas invented ninjitsu
User avatar
Praxis
Sith Acolyte
Posts: 6012
Joined: 2002-12-22 04:02pm
Contact:

Post by Praxis »

Well I'm thinking instead of the marketplace they could use actual photographs or prerenders that look extremely realistic.

It would be useful only in, well, village plaza's and stuff, so it's not a big deal.

Seriously, I've seen four or five leaks claiming that Cube-Mapping is "a poor man's raytracing" giving the Revolution insane graphics, or that cube-mapping gives the Revolution better visuals than the PS3, blah blah.
User avatar
Dooey Jo
Sith Devotee
Posts: 3127
Joined: 2002-08-09 01:09pm
Location: The land beyond the forest; Sweden.
Contact:

Post by Dooey Jo »

Heh, well that's just stupid. Of course, it's hard to see through the bullshit if you don't know what cubemapping is, but just thinking that one special feature is going to give a console better graphics than another is pretty stupid in itself. Not to mention this feature isn't even special and I'd wager even the PSOne could do it. If I ever saw anyone claiming cubemapping to be something new and allows for raytracing-quality graphics (everywhere and not just in a very confined space, that is), I'd laugh my ass off. Then smack the poor fellow down...

Though it is actually sometimes refered to as "poor man's raytracing". Has to be a really poor man that can't even afford to move though :mrgreen:
Image
"Nippon ichi, bitches! Boing-boing."
Mai smote the demonic fires of heck...

Faker Ninjas invented ninjitsu
Post Reply