The difficulties in delivering CG quality graphics in real time
COUNT THOSE POLYGONS
It's clear just how far hardware has
to advance before we can even think about rendering this level of 3D
detail at 25fps. Let's face it - one frame per hour would look
diabolical on a benchmark graph. As EA's Sanjay Mistry remarks, 'A
dinosaur in a film could have the highest values with regards to the
polygon count, and you won't be restricted by your hardware, since you
don't need to render it in real time. With a game, you have to think
about how you construct your geometry.'
According to Mistry, the
polygon count is always at the back of your mind when you're producing
a game, despite shaders reducing the need for overly complicated
geometry. 'It doesn't matter what you do,' says Mistry, 'The core level
geometry is still polygons, so you need to ensure that these polygons
are constructed in the correct way.' However, the polygon count is an
aspect you don't need to consider in film. In fact, Cinesite's Simon
Maddocks doesn't even know how many polygons he's working with half the
time. The polygon count is almost arbitrary, he says, especially with
the industry's heavy use of subdivision surfaces.
Subdivision
surfaces were first used in film in Pixar's 'Geri's Game', in which an
old man plays himself at chess. They were needed to recreate the
perfect curves in Geri's wrinkled skin. The idea is that an object
starts with its usual set of polygons, but a 'subdivision' mesh is then
placed around it at render time, which automatically evens out the
edges and calculates how many extra polygons are needed to create the
illusion of a smooth object. Maddocks explains, 'If I build a model of
a hand from 300 polygons, and then run a subdivision mesh on it, the
model will instantly round itself off and become a far more detailed
object. It will probably contain 100 triangles that need to be rendered
if it's in the distance [of the scene], but if it's up close [to the
camera], then there might be 10,000 triangles that need to be rendered.'
This
is one area in which films have a distinct advantage over games, and
the main reason for game characters often having angular heads, despite
having detailed faces. Games rely on shaders to fill in the detail but,
at the end of the day, you still need lots of polygons for an object to
look realistic. Various experiments have been performed with
subdivision surfaces in real time in games, though, and it's hoped that
developments such as the geometry shader in DirectX 10 will help to
accelerate this further. However, games are a long way from being able
to create perfectly smooth objects like those you see in films without
running into frame rate problems.
Fastest, cheapest 3G mobile broadband dongles from 3, Vodafone, T-Mobile and Orange
from just £10/month