PS3

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This video was published by Eurogamer‘s Digital Foundry department about two weeks ago; it shows footage captured from various games in the Gran Turismo series. What is remarkable about this video is that the same cars and tracks are shown on the original Playstation, the PSP, the Playstation 2 and Playstation 3. Since the developer (Polyphony Digital) has a reputation for squeezing the best visuals out of Sony’s platforms, this promises a rare “apples-to-apples” comparison across multiple hardware generations.

To my eyes, the display resolution changes drown out the more subtle differences in modeling, shading and lighting; it is also apparent to me that Polyphony no longer sits on the graphics throne in this generation. Other first-party PS3 titles such as Uncharted 2 and God of War III look better, in my opinion. The shadows are a particular weak spot: in places their resolution seems no higher than on the original Playstation!

More information on how the video was captured (as well as high-quality download links) can be found in Digital Foundry’s blog post.

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Some great bits have accumulated. Here they are:

  • I3D 2010 paper titles are up! Most “how would that work?!” type of title: “Stochastic Transparency”.
  • Eurographics 2010 paper titles are up! Most intriguing title: “Printed Patterns for Enhanced Shape Perception of Papercraft Models”.
  • An article in The Economist discusses how consumer technologies are being used by military forces. There are minor examples, like Xbox controllers being used to control robotic reconnaissance vehicles. I was interested to see that BAE Systems (a company that isn’t NVIDIA) talk about how using GPUs can replace other computing equipment for simulation at 1/100th the price. Of course, Iraq knew this 9 years ago.
  • I wish I had noticed this page a week ago, in time for Xmas (where X equals, nevermind): Christer Ericson’s recommended book page. I know of many of the titles, but hadn’t heard of The New Turing Omnibus before – this sounds like the perfect holiday gift for any budding computer science nerd, and something I think I’d enjoy, too. Aha, hmmm, wait, Amazon has two-day shipping… done!
  • A problem with the z-buffer, when used with a perspective view, is that the z-depths do not linearly correspond to actual world distances along the camera’s view direction. This article and this one (oh, and this is related) give ways to get back to this linear space. Why get the linear view-space depth? Two reasons immediately come to mind: proper computation of atmospheric effects, and edge detection due to z-depth changes for non-photorealistic rendering.
  • Wolfgang Engel (along with comments by others) has a great summary of order-independent transparency algorithms to date. I wonder when the day will come that we can store some number of layers per pixel without any concern about memory costs and access methods. Transparency is what kills algorithms like deferred shading, because all the layers are not there at the time when shading is resolved. Larrabee could have handled that… ah, well, someday.
  • Morgan McGuire has a paper on Ambient Occlusion Volumes (motto: shadow volumes for ambient light). I’ll be interested to see how this compares with Volumetric Obscurance in I3D 2010 (not up yet for download).

Amazon Stock Market update: one nice thing about having an Amazon Associates account is that prices at various dates are visible. The random walk that is Amazon’s pricing structure becomes apparent for our book: December 1st: $71.20, December 11-14: $75.65, December 18-22: $61.68. Discounted for the holidays? If so, Amazon’s marketing is aiming at a much different family demographic than I’m used to. “Oh, daddy, Principia Mathematica? How did you know? I’ve been wanting it for ever so long!”

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