tag:blogger.com,1999:blog-5799572.comments2023-08-26T15:19:38.880+02:00repiloguerepihttp://www.blogger.com/profile/03696561096253736133noreply@blogger.comBlogger142125tag:blogger.com,1999:blog-5799572.post-72935548932386603332012-07-25T14:13:37.384+02:002012-07-25T14:13:37.384+02:00Your 5 from last year are still quite applicable :...Your 5 from last year are still quite applicable :)<br /><br />However, I would add that finding more power-economical ways to do graphics is an important challenge. For example, deferred rendering is perhaps not the most power-efficient of architectures we could have produced :)<br /><br />And, although this is a repeat, I still think that too little emphasis is being put on the art production side, particularly modelling and texturing. ZBrush was about the last major step forward recently, where "recently" was a good number of years ago. I believe we should be seeing a lot more innovation in this area than we are. More efficient artists, and tools that allow them to be more expressive, will both directly result in better graphics.<br /><br />Cinematic image quality will not go away for some time :)<br /><br />I'd like programmability to still be on there, particularly a virtual ISA for graphics, primarily for developer productivity reasons and to expose new architectural coding possibilities, but perhaps this involves more politics than innovation. And I would consider the art productivity problem to be more important at this point.Sam Martinhttps://www.blogger.com/profile/15374904093812817845noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-68194883053782885352012-07-21T22:09:51.097+02:002012-07-21T22:09:51.097+02:00No, it is at a conference. But SIGGRAPH typically ...No, it is at a conference. But SIGGRAPH typically records the talks and puts them up on http://encore.siggraph.org/ afterwardsrepihttps://www.blogger.com/profile/03696561096253736133noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-1603854933443300102012-07-21T19:01:23.503+02:002012-07-21T19:01:23.503+02:00Are you going to stream this event?Are you going to stream this event?VETERANS-GAMINGhttps://www.blogger.com/profile/09200906233953086421noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-89892299684482250262011-11-29T11:46:40.859+01:002011-11-29T11:46:40.859+01:00This comment has been removed by the author.Farrah Khanhttps://www.blogger.com/profile/00635555128530902940noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-5286277106737556512011-10-09T11:14:02.243+02:002011-10-09T11:14:02.243+02:00I still play Rallisport Challenge 2 and even now h...I still play Rallisport Challenge 2 and even now hope that there will be a follow up. It is the best driving game I have played...period. It's 2011 for crying out loud, and there isn't a single racing game that has come close. It had the best physics, lots of tracks, great cars, etc., etc. I spent countless hours doing time trials on Jacknife with a friend. THIS SUCKS. I want another Rallisport Challenge.theblurredlinehttps://www.blogger.com/profile/05274294426164526406noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-1459342120275480922011-05-27T17:26:46.229+02:002011-05-27T17:26:46.229+02:00Hey repi, I'm working on a small engine right ...Hey repi, I'm working on a small engine right now, I was wondering about the possibility of using tessellation to the extreme and utilizing the base geometry for occlusion based culling.<br /><br />I.E: http://i.imgur.com/LCUGk.png<br />-> http://i.imgur.com/IR4Ua.png<br /><br />Do you have any thoughts or advise on that?Rileyhttps://www.blogger.com/profile/15805378374583185009noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-49633787014283613212011-03-30T14:44:48.109+02:002011-03-30T14:44:48.109+02:00Thanks! And no we do not have any more to share ab...Thanks! And no we do not have any more to share about that yetrepihttps://www.blogger.com/profile/03696561096253736133noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-12057451278257208582011-03-30T10:30:54.823+02:002011-03-30T10:30:54.823+02:00I really love what you guys are doing at DICE. The...I really love what you guys are doing at DICE. The DX11 publication mentions are more terrain-focused presentation at slide 20 in the future - any more details on that?George Rhttps://www.blogger.com/profile/18403145487473100921noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-17912062270862424102011-03-12T15:54:13.522+01:002011-03-12T15:54:13.522+01:00Oh no way, I was thinking of going purely for talk...Oh no way, I was thinking of going purely for talks from DICE. I am a massive fan of your work. Thanks for the reply anyway.Unknownhttps://www.blogger.com/profile/12380679757113008516noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-72799105550941112222011-03-11T00:18:09.080+01:002011-03-11T00:18:09.080+01:00Ciarán: No we typically do not attend GDC EuropeCiarán: No we typically do not attend GDC Europerepihttps://www.blogger.com/profile/03696561096253736133noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-49325287612955676992011-03-10T11:40:33.431+01:002011-03-10T11:40:33.431+01:00I would have loved to been there your talks seem e...I would have loved to been there your talks seem extremely interesting. Though I am only a poor student :( Will you be giving talks at GDC Europe in august?Unknownhttps://www.blogger.com/profile/12380679757113008516noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-66546861587546517232011-03-10T03:04:19.578+01:002011-03-10T03:04:19.578+01:00Kudos for the excellent talks and for getting them...Kudos for the excellent talks and for getting them out to the world so quickly! Great stuff for our art/render team to chew onAnonymoushttps://www.blogger.com/profile/01850475222271022000noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-13066792453620423932011-02-14T06:43:03.678+01:002011-02-14T06:43:03.678+01:00This article is just too amazing. I am so impress...This article is just too amazing. I am so impressed by the article that I shall request my near and dear ones too read it too. The piece of information written by you is so interesting. I have never read such a good and fully informed article like thisAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-5799572.post-17966945242889225682010-12-17T14:16:38.495+01:002010-12-17T14:16:38.495+01:00Thanks for sharing your ideas. I was desperately w...Thanks for sharing your ideas. I was desperately waiting for such posts. I really appreciate your efforts and I will be waiting for your further write ups thanks once again.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5799572.post-46341371369003226382010-11-03T11:12:33.500+01:002010-11-03T11:12:33.500+01:00Nice post. This is a good rallisport. Nice blog.Nice post. This is a good rallisport. Nice blog.Mark Wilsonhttps://www.blogger.com/profile/16247427261201494958noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-66319736980213048192010-08-15T19:09:16.871+02:002010-08-15T19:09:16.871+02:00Rallisport Challenge 2 - FOREVER! (in spirit)
PL...Rallisport Challenge 2 - FOREVER! (in spirit)<br /><br />PLEASE START A NEW RALLY FRANCHISE WITH THE OLD DICE TEAM!!!!<br /><br />It's August 2010 and STILL no racing game compares to Rallisport Challenge 2. Full stop!<br /><br />The physics of RS2 were an absolutely amazing blend of realism and fun. I have a STACK of racing games that I've collected over the years Grid, Dirt, Dirt 2, Forza 1-2-3, PGR 2-3-4 - just trying to find something that would come close to RS2 and nothing compares!!!!!<br /><br />The DICE team responsible for RSC2 just got it right and I would pay triple the price of a standard game title to experience that mojo again!!!!<br /><br />Look, I get it. The old franchise is tied up legally with EA and 'they' are all tied up working on Madden/Tiger/FIFA and other shyte. (apologies)<br /><br />I also understand that it ALL comes down to money - because game development is very expensive and you don't invest in something without the expectation of results. <br /><br />Fine, you want results? Get the old RSC2 DICE team back together and release a NEW rally game franchise with the old gameplay physics, track design and indescribably perfect 'mojo' of RSC2 and BLOW EVERYONE ELSE'S DOORS OFF!!!! <br /><br /> I can't be more clear that NO ONE in the current crop of racing developers 'gets it' like the DICE team did with RS2 and a racing title by that group today would IMHO absolutely be a hit!<br /><br />Let's get the old band back together and ROCK THIS!<br /><br />Keeping the hope alive............xbox gamertag: Q is hereAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-5799572.post-60857053752642112492010-08-02T16:54:48.801+02:002010-08-02T16:54:48.801+02:00I am sorry to say I missed these talks due to a ho...I am sorry to say I missed these talks due to a horribly disorganized tour of Dreamworks I now regret missing a day of SIGGRAPH for.Ben DeLillohttps://www.blogger.com/profile/04409321734144736503noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-29757465953841714152010-08-01T22:21:39.011+02:002010-08-01T22:21:39.011+02:00I have attended almost all this presentations! Tha...I have attended almost all this presentations! That was really interesting.<br />Also, was nice meeting you and Christina!sebhhttps://www.blogger.com/profile/14650504326449432531noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-66146888843737397562010-07-02T18:21:20.025+02:002010-07-02T18:21:20.025+02:00I see the big challenges at a broader systems scal...I see the big challenges at a broader systems scale - the skyrocketing costs of asset creation (look how many names are listed in visual effects credits of films today!) are driven by both tech and by audience appetite - and the proliferation of platforms (& markets) does not abate. Products like "Just Cause 2," "Farmville," and YouTube all have potential for overlap and interaction. Innovation in rendering and graphics is not just at the high end for a single user, but also can be across many users on many platforms.Anonymoushttps://www.blogger.com/profile/01850475222271022000noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-52580473045093572572010-07-01T15:41:58.731+02:002010-07-01T15:41:58.731+02:00How about he ability to scatter writes on the GPU....How about he ability to scatter writes on the GPU. Good motion blur at last.. :) <br /><br />Otherwise, it's felt recently like we're so nearly there. GPU flexibility has improved so much - to the point where there's not that much that the hardware actually completely prevents. It's flexible enough now to bend it into what you want to do, especially since Compute/CUDA/OpenCL came long. It's just the bandwidth and performance isnt quite there - things dont scale up to practical applications yet. <br /><br />Many of the things we want to do in the next 5-10 years are the same things we wanted to do the last few years. Fluids, global illumination, indirect lighting, scattering through transparent materials.. achieving the render fidelity that offline takes for granted. It feels like we've moved somewhere on a lot of those already but they still aren't practical for a proper application, or the "solution" reached so far is a temporary hack that will be replaced when the means allow it (SSAO..). <br /><br />Most of those things on the wishlist imply raytracing, and thats one big challenge - combining raytracing and rasterisation efficiently. Being able to manage a representation of a dynamic scene for rasterisation and also have a representation that can be raytraced efficiently so we can use it for lighting and so on.. and to have the bandwidth/performance to do that raytracing. We've got some of the way already, but usually the representation is something in a volume texture - e.g. a signed distance field - and thats too memory-intensive and slow to update for large practical applications. <br /><br />Hopefully we're not far away. :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5799572.post-18566247112209771042010-07-01T06:35:23.864+02:002010-07-01T06:35:23.864+02:00This comment has been removed by a blog administrator.Tyler Woodshttps://www.blogger.com/profile/04666268549255338029noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-80048657500850195942010-06-30T17:58:43.971+02:002010-06-30T17:58:43.971+02:00Thanks for the feedback guys, agree with all of it...Thanks for the feedback guys, agree with all of it! :)repihttps://www.blogger.com/profile/03696561096253736133noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-80486621495632672042010-06-30T03:19:04.994+02:002010-06-30T03:19:04.994+02:00- micropolygons. Quads do not quite cut it anymore...- micropolygons. Quads do not quite cut it anymore.<br /><br />- fast iteration. C++ compile/link/die sucks. We need something live-editable, live-swappable and checked. OpenCL or so...<br /><br />- lighting. We still have only a few, very ad-hoc ways of solving the rendering equation. We can integrate only a few kind of lights against a few material models, and we can compute a decent occlusion only for even less of those. We need more research<br /><br />- algorithms & data structures. We need more flexible data structures on the GPU, more general algorithmsDEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-10989429974085295612010-06-29T17:20:53.450+02:002010-06-29T17:20:53.450+02:00Could also be thinking of Resolution-Matched Shado...Could also be thinking of Resolution-Matched Shadow Maps (by Aaron Lefohn) which builds a quad-tree page table of the required shadow samples and generates the required pages at the proper LODs.Unknownhttps://www.blogger.com/profile/01109289331145040065noreply@blogger.comtag:blogger.com,1999:blog-5799572.post-38293412909233805202010-06-29T10:10:54.674+02:002010-06-29T10:10:54.674+02:00or Alias-Free Shadow Map that also requires a flex...or Alias-Free Shadow Map that also requires a flexible memory model supporting irregular grid: http://www.tml.hut.fi/~timo/publications/aila2004egsr_paper.pdfRex Guohttps://www.blogger.com/profile/15338990598816261237noreply@blogger.com