Computer Games Technology and History Markus Hadwiger VRVis Research Center

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3D Computer Games Technology and History Markus Hadwiger VRVis Research Center Lecture Outline Overview of the last ten years n A look at seminal 3D computer games n Most important techniques employed n Graphics research and games R&D n Transition software to hardware rendering n Most important consumer 3D hardware n Markus Hadwiger 3D computer games technology Part 1: Seminal 3D Games Markus Hadwiger 3D computer games technology Ultima Underworld Looking Glass Technologies, 1992 First real-time 3D role-playing game n No technological viewpoint restrictions n Correct looking up and down n Fully texture-mapped world n Affine mapping (perspective incorrect) n Very small rendering window n Rather slow; far from fast action game n Markus Hadwiger 3D computer games technology Ultima Underworld (Looking Glass, 1992) Markus Hadwiger 3D computer games technology Wolfenstein 3D id Software, 1992 Eventually created a new genre: FPS n Three (2+1) degrees of freedom n Only walls texture-mapped n Simple ray-casting algorithm for columns n Only 90-degree angles between walls n Billboard characters (sprites) n Shareware distribution model! n Markus Hadwiger 3D computer games technology Wolfenstein 3D (id Software, 1992) Markus Hadwiger 3D computer games technology Doom id Software, 1993 First fully texture-mapped action game n One large 2D BSP tree for visibility n No rooms above rooms n Front to back rendering n “Constant z” texture mapping n Network game play using IPX on LANs n Highly user-extensible (levels, graphics) n Markus Hadwiger 3D computer games technology DOOM (id Software, 1993) Markus Hadwiger 3D computer games technology Descent Parallax Software, 1994 First 360-degree, 6 DOF action game n Portals for visibility determination n Portals are intrinsic part of representation n World building blocks: convex “six-faces” n Clever restrictions: 64x64 textures, ... n Polygonal, 3D characters (robots) n Still using billboards for power-ups, … n Markus Hadwiger 3D computer games technology Descent (Parallax Software, 1994) Markus Hadwiger 3D computer games technology Quake id Software, 1996 First FPS with real 3D; complex geometry n 3D BSP, potentially visible sets, z write n 3D characters with several hundred polys n Projective texture mapping; subdivision n Pre-calculated lighting: light maps n CSG modeling paradigm for level building n Internet network game play (QuakeWorld) n Markus Hadwiger 3D computer games technology Quake (id Software, 1996) Markus Hadwiger 3D computer games technology GLQuake id Software, 1996 Killer application for 3D hardware (3dfx!) n Introduced OpenGL to game developers n Bi-linearly filtered textures; MIP mapping n Light maps as additional alpha texture n Radiosity for static lighting (pre-process) n Single-pass multi-texturing (SGIS ext.) n Markus Hadwiger 3D computer games technology Quake vs. GLQuake (id Software, 1996) Markus Hadwiger 3D computer games technology Quake 3 Arena id Software, 1999 Still almost state of the art (licensing!) n 3D hardware accelerator mandatory n 3D BSP tree and potentially visible sets n Curved surfaces (quadratic bézier patches) n Multi-pass rendering for very high quality n Real-time shaders (“shading language”) n Focus on multiplayer Internet gaming n Markus Hadwiger 3D computer games technology Quake 3 Arena (id Software, 1999) Markus Hadwiger 3D computer games technology Doom 3 id Software, 2003 Macworld Tokyo (Feb. 2001) + E3 2002 n For highly programmable hardware (GF3+) n Outrageous polygon counts + normal maps n Source art contains extremely high detail n Real-time lighting/shadows; no light maps! n Physics engine n Engine moving to C++ (no pure C) n Markus Hadwiger 3D computer games technology Doom 3 (id Software, 2003) Markus Hadwiger 3D computer games technology Doom 3 (id Software, 2003) Markus Hadwiger 3D computer games technology Part 2: Consumer 3D Hardware Markus Hadwiger 3D computer games technology Voodoo Graphics 3dfx Interactive, 1996 Breakthrough for consumer 3D hardware n Add-on card; no rendering in window n 2MB frame buffer + 2MB texture memory n 16-bit color buffer; 16-bit depth buffer n Screen resolution up to 640x480 n Texture res up to 256x256; power-of -two! n No performance hit for feature use n Markus Hadwiger 3D computer games technology Glide 3dfx Interactive, 1996 Low-level, hardware-oriented API n No clipping, no texture mem management n Proprietary, only for 3dfx hardware n Very high performance n Very easy to use; free access for anyone n Huge factor in 3dfx’s market dominance n Really seminal, but now as dead as 3dfx n Markus Hadwiger 3D computer games technology Voodoo 2 3dfx Interactive, 1998 First single-pass multi-texturing (2 TMUs) n Great for light maps and tri-linear filtering n 4MB frame + 2*(2|4)MB texture memory n Screen resolution up to 800x600 n SLI for doubling the fill-rate (2x texmem!) n enhanced dithering to 16 bits n Markus Hadwiger 3D computer games technology Riva TNT NVIDIA Corporation, 1998 High quality rendering with OpenGL! n 32-bit color buffer, 24-bit depth buffer n 8-bit stencil buffer!! n “Twin-texel”: single-pass multi-texturing n Texture size up to 2048x2048 n Robust OpenGL 1.1 implementation n Why OpenGL in games? Quake and TNT! n Markus Hadwiger 3D computer games technology GeForce 256 NVIDIA Corporation, 1999 Full geometry acceleration n Decent fill-rate, but barely more than TNT2 n Incredible number of OpenGL extensions n Register combiners (per-pixel shading) n Cubic environment maps in hardware n First really viable platform for research n Markus Hadwiger 3D computer games technology Radeon ATI Technologies Inc., 2000 First consumer hardware with 3D textures n Three-texture multitexturing n Tiled depth buffer for better performance n Was only real competitor to GeForce 256/2 n GeForce 2 still better in most respects n Markus Hadwiger 3D computer games technology GeForce 3 NVIDIA Corporation, 2001 Programmable like never before n Vertex shaders (RISC assembly code) n Per-pixel shading (tex shaders, combiners) n Dependent texture look-ups n Hardware-tessellated high-order surfaces n More textures (4), more combiners (8) n Programmers only slowly catching up n Markus Hadwiger 3D computer games technology Radeon 8500 ATI Technologies Inc., 2001 DirectX 8.1 feature set (with ps.1.4) n Six simultaneous textures n Unified OpenGL fragment shading model n Colors and texcoords interchangeable (but: precision problems) n Easy dependent texturing n 12-bit internal color precision n Markus Hadwiger 3D computer games technology GeForce 4 NVIDIA Corporation, 2002 Mainly performance-optimized GeForce 3 n New tex-shading modes; still hard -wired :-( n Point sprites (one vtx per textured particle) n Two vertex shaders (no new API feature) n High-performance full-screen antialiasing n Occlusion culling support (also for GF3) n Render-to-texture support (also for GF3) n Markus Hadwiger 3D computer games technology Radeon 9700 ATI Technologies Inc., 2002 DirectX 9 feature set (with ps.2.0) n First full floating -point color pipeline n Almost no range and precision problems n Highly programmable shading model n (ARB_fragment_program, ARB_vertex_program) 64 instructions in the pixel shader n 16 texture images; 32 accesses n Markus Hadwiger 3D computer games technology GeForce FX NVIDIA Corporation, 2003 DirectX 9 feature set and more n Longer pixel shaders than Radeon 9700 n More OpenGL extensions n Rectangular textures, ... n Cg (“C for Graphics”) high-level shading language n Performance similar to Radeon 9700 n Markus Hadwiger 3D computer games technology Part 3: The Future Markus Hadwiger 3D computer games technology Which Graphics API? API wars Direct3D vs. OpenGL decided n Direct3D (DirectX 9) dominant on Win32 n OpenGL has established itself (Quake!) n OpenGL is the only cross-platform solution n Glide is dead, 3dfx out of business n OpenGL 2.0 and DirectX 9 n Software rendering is long dead (for now) n Markus Hadwiger 3D computer games technology Graphics Chip Vendors NVIDIA dominates technology and more n Strong influence on DirectX 8 and 9 n Separate OpenGL group (extensions!) n Top researchers (SIGGRAPH, …) ATI (currently) only serious competitor n Strong OEM market, mobile solutions n Radeon 9700 is top notch Markus Hadwiger 3D computer games technology The Future (1) Incredible polygon counts (geometry acc.) n Many rendering passes (high fill-rate) n Programmability (shaders, assembly, “C”), OpenGL extensions mess will go away... n Advanced lighting (towards photo-realism) n Large outdoor areas; lifelike characters n Leverage of advanced graphics research n Markus Hadwiger 3D computer games technology The Future (2) Hardware competition is more interesting once again (NVIDIA, ATI, 3Dlabs, Matrox?) n Clean, stable feature sets n More precision enables entirely new class of algorithms (general computations on GPUs) n Artists more and more able to work directly n Markus Hadwiger 3D computer games technology

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