December 31, 2004
Welcome
I get a pretty steady trickle of emails from people hoping
for .plan file updates. There were two
main factors involved in my not doing updates for a long time a good chunk of
my time and interest was sucked into Armadillo Aerospace, and the fact that the
work I had been doing at Id for the last half of Doom 3 development was
basically pretty damn boring.
The Armadillo work has been very rewarding from a
learning-lots-of-new-stuff perspective, and Im still committed to the vehicle
development, even post X-Prize, but the work at Id is back to a high level of
interest now that we are working on a new game with new technology. I keep running across topics that are
interesting to talk about, and the Armadillo updates have been a pretty good
way for me to organize my thoughts, so Im going to give it a more general try
here. .plan files were appropriate ten
years ago, and sort of retro-cute several years ago, but Ill be sensible and
use the web.
Im not quite sure what the tone is going to be there will
probably be some general interest stuff, but a bunch of things will only be of
interest to hardcore graphics geeks.
I have had some hesitation about doing this because there
are a hundred times as many people interested in listening to me talk about
games / graphics / computers as there are people interested in rocket
fabrication, and my mailbox is already rather time consuming to get through.
If you really, really want to email me, add a [JC] in the
subject header so the mail gets filtered to a mailbox that isnt clogged with
spam. I cant respond to most of the
email I get, but I do read everything that doesnt immediately scan as
spam. Unfortunately, the probability of
getting an answer from me doesnt have a lot of correlation with the quality of
the question, because what I am doing at the instant I read it is more
dominant, and there is even a negative correlation for deep questions that I
dont want to make an off-the-cuff response to.
Quake 3 Source
I intended to release the Q3 source under the GPL by the end
of 2004, but we had another large technology licensing deal go through, and it
would be poor form to make the source public a few months after a company paid
hundreds of thousands of dollars for full rights to it. True, being public under the GPL isnt the
same as having a royalty free license without the need to disclose the source,
but Im pretty sure there would be some hard feelings.
Previous source code releases were held up until the last
commercial license of the technology shipped, but with the evolving nature of
game engines today, it is a lot less clear.
There are still bits of early Quake code in Half Life 2, and the
remaining licensees of Q3 technology intend to continue their internal developments
along similar lines, so there probably wont be nearly as sharp a cutoff as
before. I am still committed to making
as much source public as I can, and I wont wait until the titles from the
latest deal have actually shipped, but it is still going to be a little while
before I feel comfortable doing the release.
Random Graphics Thoughts
Years ago, when I first heard about the inclusion of
derivative instructions in fragment programs, I couldnt think of anything off
hand that I wanted them for. As I start
working on a new generation of rendering code, uses for them come up a lot more
often than I expected.
I cant actually use them in our production code because it
is an Nvidia-only feature at the moment, but it is convenient to do experimental
code with the nv_fragment_program extension before figuring out various ways to
build funny texture mip maps so that the built in texture filtering hardware
calculates a value somewhat like the derivative I wanted.
If you are basically just looking for plane information, as
you would for modifying things with texture magnification or stretching shadow
buffer filter kernels, the derivatives work out pretty well. However, if you are looking at a derived
value, like a normal read from a texture, the results are almost useless
because of the way they are calculated.
In an ideal world, all of the samples to be differenced would be
calculated at once, then the derivatives calculated from there, but the
hardware only calculates 2x2 blocks at a time.
Each of the four pixels in the block is given the same derivative, and
there is no influence from neighboring pixels.
This gives derivative information that is basically half the resolution
of the screen and sort of point sampled.
You can often see this effect with bump mapped environment mapping into
a mip-mapped cube map, where the texture LOD changes discretely along the 2x2
blocks. Explicitly coloring based on
the derivatives of a normal map really shows how nasty the calculated value is.
Speaking of bump mapped environment sampling
I spent a little while tracking down a
highlight that I thought was misplaced.
In retrospect it is obvious, but I never considered the artifact before: With a bump mapped surface, some of the
on-screen normals will actually be facing away from the viewer. This causes minor problems with lighting,
but when you are making a reflection vector from it, the vector starts
reflecting into the opposite hemisphere, resulting in some sky-looking pixels
near bottom edges on the model. Clamping
the surface normal to not face away isnt a good solution, because you get
areas that see right through to the environment map, because a reflection
past a clamped perpendicular vector doesnt change the viewing vector. I could probably ramp things based on the
geometric normal somewhat, and possibly pre-calculate some data into the normal
maps, but I decided it wasnt a significant enough issue to be worth any more
development effort or speed hit.
Speaking of cube maps
The edge filtering on cube maps is
showing up as an issue for some algorithms.
The hardware basically picks a face, then treats it just like a 2D
texture. This is fine in the middle of
the texture, but at the edges (which are a larger and larger fraction as size
decreases) the filter kernel just clamps instead of being able to sample the
neighbors in an adjacent cube face.
This is generally a non-issue for classic environment mapping, but when
you start using cube map lookups with explicit LOD bias inputs (say, to
simulate variable specular powers into an environment map) you can wind up with
a surface covered with six constant color patches instead of the smoothly
filtered coloration you want. The
classic solution would be to implement border texels, but that is pretty nasty for
the hardware and API, and would require either the application or the driver to
actually copy the border texels from all the other faces. Last I heard, upcoming hardware was going to
start actually fetching from the other side textures directly. A second-tier chip company claimed to do
this correctly a while ago, but I never actually tested it.
Topics continue to chain together, Ill probably write some
more next week.