Procedural Textures the Future of Games? 132
An anonymous reader writes "bit-tech has posted an interview, with the head of Allegorithmic, Sebastian DeGuy. In it DeGuy again makes the statement that his software (which was used to make the Roboblitz game released on Steam recently) will be used to make games 90% smaller than what they currently are. He comments on why his procedural texturing technique is an evolution of the infamous .kkreiger. demo and how procedural texturing compares to Carmack's 'megatexturing'. The article includes some pretty extraordinary pictures of scenes rendered with just a few bytes as opposed to the ridiculous sizes of modern games." From the article: "Despite some similarities, technique-wise, we are quite different in several ways. First, the inner technology (the maths) that we use is based on modern maths. We use 'Wavelets', instead of classic maths method of 'Fourier Transform', which was the mathematical technique used in the past by all the procedural texturing techniques (including .kkrieger). Our technique works on a new mathematical model that I developed whilst studying for my PhD."
isn't it slow? (Score:3, Interesting)
Will it decrease loading times? (Score:3, Interesting)
Re:Creation issue (Score:4, Interesting)
Re:Creation issue (Score:4, Interesting)
Please try to keep up with the conversation before you mock someone else.
Re:Quality (Score:5, Interesting)
Yeah, I bet it will be a while until they are generating the textures on the fly every frame. However, as an intermediate step one could imagine being able to easily generate a larger number of textures for varying levels of detail, rather than having to pre-determine what levels you're going to include on the disk.
Re:Creation issue (Score:3, Interesting)
But unless you want your game levels to be made up of completely random textures, someone still needs to decide/design what the textures will look like. And the question is, can they do that in Photoshop. Of course, you know that, since your next paragraph is:
What you usually find in procedural texturing is a tool with various sliders and controls to modify the parameters (e.g. roughness, marbling, scaling, color, etc.) of the texture. When the artist obtains the look he's going for, he saves those parameters out.
Which is exactly what the original poster was asking about, and sounds like it could easily be a Photoshop plugin.
So, like Sean Connery on SNL Celebrity Jeopardy, despite your best efforts, you've answered the question. I'm sure the OP appreciates it.
Not only textures (Score:4, Interesting)
Not procedural: Simply, compressed. (Score:4, Interesting)
I'm not sure that 'procedural' is really what we want. Good textures often involve real source images, for instance.
Wavelets may be more useful to compactly encode textures generated more traditionally, and to provide better upsampling than traditional polynomial interpolation methods (bilinear, etc). Rather than generating points between samples using just the adjacent pixels, points are generated from a sum of wavelets generated by looking at all of the pixels.
An example of an image format that does just this is JPEG2000.
The interesting conclusion is that maybe graphics cards should be manipulating images in the frequency domain instead of as bitmaps.