Development Blog Update - Engine video followup

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Please post comments on the topic Development Blog Update - Engine video followup here
«13

Comments

  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Thanks for fielding some questions Max, information is yummy.

    Now, back to work. *whipcrack*

    --Scythe--
  • JumpinJackFlashJumpinJackFlash Join Date: 2005-01-07 Member: 33336Members
    Good follow up for that update. I'm really impressed by the venture to make this sequel come to life. Can't wait for the NS2TR. <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited October 2008
    So if I understand correctly, Radiosity (or "bounce lighting") is basically a much more precise way of implementing Ambient Light. Turning Radiosity off all on its own would result in a lot of blackness, but turning Radiosity off and replacing it with old-fashioned Ambient Light gives a similar effect that isn't quite as realistic, but is much less time- and processor-intensive to achieve.

    Is that about right?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    The dev machine isn't anything special? I guess my computer's a piece of crap then <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
    Hmm I guess I'll be able to max out NS2 then....I get about 18k in 3dmark06(Q9450 @ 3.5ghz, 2gb ddr2 1066, HD4870 @ 850/1100). It will be nice for the lower end crowd however, as all the games nowadays that come out with a few exception require higher end PCs (Farcry 2, Crysis warhead, Dead Space, fallout 3 just to name a few recent titles).
    With my setup now I can play NS with 8xAA and 16xAF (though the menu is screwed up unless i go 4xAA,8xAF) at 1680x1050 with a constant 101fps. I'm hoping I can do the same with NS2.

    Also, I vote yes on further developing radiosity lighting...it makes things look so much more natural....not like Doom 3
  • SqueeboSqueebo Join Date: 2008-02-04 Member: 63580Members
    I think I like it better without the bounce lighting effects anyways, more contrast, more darkness(Easier for aliens to hide). Thanks for the update.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Cool, a quick update! I thought the room with the radiosity looked really nice, but if it is as <b>Cxwf</b> said then I'm glad you moved onto different things.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=1690440:date=Oct 15 2008, 06:26 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Oct 15 2008, 06:26 PM) <a href="index.php?act=findpost&pid=1690440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if I understand correctly, Radiosity (or "bounce lighting") is basically a much more precise way of implementing Ambient Light. Turning Radiosity off all on its own would result in a lot of blackness, but turning Radiosity off and replacing it with old-fashioned Ambient Light gives a similar effect that isn't quite as realistic, but is much less time- and processor-intensive to achieve.

    Is that about right?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes. That being said, if you make the scene complex enough, you really can't imitate radiosity lighting with simple lighting. Like light casting on 4-5 surfaces from a single flood, it's basically impossible to set that up manually in a static configuration, let alone in a dynamic environment. If bounce lighting can be done, I vote to put it in. Possibly make it a mapper option, so they can use it when they are working with scenes where it's needed, but otherwise just cheat with simpler lighting.
  • AnimeLOLAnimeLOL Join Date: 2006-11-02 Member: 58275Members
    Are there going to be only spot lights or will there be omni directional lights too? (I suppose you can fake radiosity with omni lights right?)
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    sweet, awesome follow up!
  • ballisticzballisticz Join Date: 2005-01-08 Member: 33909Members, Constellation
    nice thanks for the update, it looks like its coming along nicely!
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited October 2008
    The NS look was always high-contrast, so the direct lighting approach is not too inconsistent. However wont adding more, dimmer lights to simulate bounces from main lighting increase the renderers workload more than doing bounces? Any chance we (mappers) could choose specific lights to bounce (like one per room or something) ?

    I seem to recall that one of the games using the Doom3 engine used a global minimum light level to prevent total blackness in the shadows. I know it's not "the right way", but might play better than blackness.

    Sudden news rush, feeling guilty about clamming up for the last 2 months? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • RideRide Join Date: 2003-11-11 Member: 22511Members
    Keep those coming, I like em tidbits of news!
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Really nice update <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Btw the link on Twitter to this blog post links to the old videocast, not this followup :-)
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Thanks for the update. I don't recall the system specs being so low, so I'm guessing there will be lots of downscalability in the final product.

    <!--quoteo(post=1690485:date=Oct 16 2008, 06:06 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Oct 16 2008, 06:06 AM) <a href="index.php?act=findpost&pid=1690485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I seem to recall that one of the games using the Doom3 engine used a global minimum light level to prevent total blackness in the shadows. I know it's not "the right way", but might play better than blackness.<!--QuoteEnd--></div><!--QuoteEEnd-->You can do a <a href="http://developer.valvesoftware.com/wiki/Light_environment" target="_blank">similar thing</a> in the Source engine, but this only affects areas that are able to receive light from the skybox (i.e. doesn't really work on interiors).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1690502:date=Oct 16 2008, 11:12 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Oct 16 2008, 11:12 AM) <a href="index.php?act=findpost&pid=1690502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can do a <a href="http://developer.valvesoftware.com/wiki/Light_environment" target="_blank">similar thing</a> in the Source engine, but this only affects areas that are able to receive light from the skybox (i.e. doesn't really work on interiors).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was thinking more the like the map wide ambient light (its under either map properties or a RAD argument I forget which). I had not used it much since it does appear to reduce contrast.
  • RideRide Join Date: 2003-11-11 Member: 22511Members
    I just can't wait for that Editor, it looks so gorgeous compared to the old valve tools. Mapping could get fun again!
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    Idea for engine name: Abit cliche perhaps but mebe the Darwin engine if that hasnt been suggested already because of the natural selection link between charles darwins work etc...
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited October 2008
    Im assuming after the release of the game and some downstream tweaking you will be putting this engine on the market. I dont know much about gaming engines but for marketability radiosity seems to be a feature that will become a norm in time. Just food for thought.

    Good luck, tell Charlie to buy a bigger shirt size or is he known to be more of a plumber around the office than a game designer? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    That looks really good for being computed it real time. I'd be interested to hear more about how it's done. Is it a single pass of radiosity? Are you simulating it by adding point sources? With respect to the magnitude of the effect, are you certain your albedo coefficient (is that what it's called?) is correct? It seems like something like that might be reasonable even to put under the control of the mapper.

    I remember reading a while back an interview with John Carmack where he expressed some regret at using only dynamic lights in doom 3. The gist I got from it was that he ended up having to really intensely optimize for the case of static lights to get it to run well, including doing some really heavy caching of the shadow geometry. I'll see if I can find the article, it was a long time ago. It's hard to tell from the video, but the lights I've seen so far look too soft to have been computed by stencil buffers. Is that the technique you guys are using?
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1690531:date=Oct 16 2008, 07:57 AM:name=moultano)--><div class='quotetop'>QUOTE(moultano @ Oct 16 2008, 07:57 AM) <a href="index.php?act=findpost&pid=1690531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That looks really good for being computed it real time. I'd be interested to hear more about how it's done. Is it a single pass of radiosity? Are you simulating it by adding point sources? With respect to the magnitude of the effect, are you certain your albedo coefficient (is that what it's called?) is correct? It seems like something like that might be reasonable even to put under the control of the mapper.

    I remember reading a while back an interview with John Carmack where he expressed some regret at using only dynamic lights in doom 3. The gist I got from it was that he ended up having to really intensely optimize for the case of static lights to get it to run well, including doing some really heavy caching of the shadow geometry. I'll see if I can find the article, it was a long time ago. It's hard to tell from the video, but the lights I've seen so far look too soft to have been computed by stencil buffers. Is that the technique you guys are using?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The image is rendered using <a href="http://graphics.uni-ulm.de/Instant.pdf" target="_blank">instant radiosity</a> with either one or two bounces (I can't remember which). The nice thing about this technique is that unlike lightmaps, you can include view-dependent effects like the specular reflection from the bounce light. It's not as obvious from the static image, but it looks great in motion. I created a modified version of the instant radiosity algorithm which makes it more amenable to the kinds of frame rates and hardware that current games are targeting. I think within the next few years this type of technique will become very popular for games.

    Regarding the albedo, I loaded up one of our refinery textures and the average albedo is 0.2. If you have a light with intensity 1 and it hits a surface with reflectance 0.2, the maximum reflected light from that surface is 0.2. If it than hits another surface with reflectance of 0.2, the light that will enter the lens/eye now has a maximum intensity of 0.04. And most of the light isn't anywhere near the maximum due to attenuation of distance and angle. If we had Star Trek-like environments with lots of white walls and bright lights then the bounce light is important, but in our current environments it just doesn't seem to be much of a factor.

    We aren't using stencil shadow volumes like Doom 3. I don't think any current engine uses that technique anymore (including id Tech 5). Shadow maps are easier to optimize, scale and look nicer.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Max, you are a God. Dynamic lighting in the map editor = sxy! No more rendering to see if I got that area lit well enough!
  • JzidEJzidE Join Date: 2007-12-16 Member: 63185Members, Constellation
    Good work!! Can't wait!! <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1690440:date=Oct 15 2008, 04:26 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Oct 15 2008, 04:26 PM) <a href="index.php?act=findpost&pid=1690440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if I understand correctly, Radiosity (or "bounce lighting") is basically a much more precise way of implementing Ambient Light. Turning Radiosity off all on its own would result in a lot of blackness, but turning Radiosity off and replacing it with old-fashioned Ambient Light gives a similar effect that isn't quite as realistic, but is much less time- and processor-intensive to achieve.

    Is that about right?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, ambient light is a hack meant to simulate the missing bounce lighting effects. Radiosity isn't synonymous with bounce lighting though. It's just an algorithm that's used to compute global illumination. Photon mapping, for example, is a more recent algorithm which can handle some effects that radiosity can't.

    The ambient lighting hack is not a bad one, especially for outdoor scenes. Combined with the screen-space ambient occlusion technique they developed for Crysis, things can look quite similar to true global illumination.
  • modeling_manmodeling_man Join Date: 2006-12-08 Member: 58949Members, Retired Developer
    <!--quoteo(post=1690547:date=Oct 16 2008, 04:38 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Oct 16 2008, 04:38 PM) <a href="index.php?act=findpost&pid=1690547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, ambient light is a hack meant to simulate the missing bounce lighting effects. Radiosity isn't synonymous with bounce lighting though. It's just an algorithm that's used to compute global illumination. Photon mapping, for example, is a more recent algorithm which can handle some effects that radiosity can't.

    The ambient lighting hack is not a bad one, especially for outdoor scenes. Combined with the screen-space ambient occlusion technique they developed for Crysis, things can look quite similar to true global illumination.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Man i want to see more of that marine! I bet whomever modeled it is totally awesome.
    Seriously, pimping stuff Max you make me so jealous.
    I can't wait to get my hands on the engine stuff!
    TQ2000 will live again!
    Tell Cory congrats for me, and tell everyone else hi.
    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    B
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    A really nice followup.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Thanks for the update Max. I have always enjoyed the tech corner.

    Will wait and see on the bounce lights issue. I still have that niggle in the back of my mind that tells me you can't live without it, but you do make an interesting point on NS's relatively dark environments, so I may well be wrong.
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    You guys kick ass <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
    THose blog/podcasts are always so interesting.
    Keep it up and looking forward to ns2
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Great video guys, I look forward to playing with all the new tools.
Sign In or Register to comment.