Search this blog

18 January, 2014

In the next-generation everything will be data (maybe)

I've just finished sketching a slide deck on data... stuff. And I remembered I had a half-finished post on my blog tangentially related to that, so I guess it's time to finish it. Oh. Oh. I didn't remember it was rambling so much. Brace yourself...

Rant on technology and games.
Computers, computing is truly revolutionary. Every technological advance has been incredible, enabling us to deal with problems, to work, to express ourselves in ways we could have never imagined. It's fascinating, and it's one of the things that drew me to computer science to begin with.

Why am I writing this? Games are high-tech, we know that, is this really the audience for such a talk? Well. Truth is, really, we aren't that much. Now I know, the grass is always greener and everything, but really in the past decade or so technology surprised me yet again and turned things over their heels. Let's face it, the web won. Languages come and go, code is edited live, methodologies evolve, psychology, biometrics, a lot of cool happens there, innovation. It's a thriving science. Well, web and trading (but let's not talk of evil stuff here for now) and maybe some other fields, you get the point.

Now, I think I even know why: algorithms make money in these fields. Shaving milliseconds can mark the success or death of a service. I am, supposedly, in one of the most technical subfields of videogame programming: rendering. Yet it's truly hard to say whether an innovation I might produce does make more money on a shipped title. It's even debatable what kind of dent in sales better visuals as a whole do make. We're quite far removed, maybe a necessary condition, at best, but almost always not sufficient.

Now, actually I don't want to put our field down that much. We're still cool. Technology still matters and I'm not going to quit my job anytime soon and I enjoy the technological part of it as well as the other parts. But, there's space to learn, and I think it's time to start looking at things with a different perspective...

An odd computing trick that rendering engineers don't want you to know.
Sometimes, working on games, engineers compete on resources. Rendering takes most, and the odd thing is we can still complain about how much animation, UI, AI, and audio take. All your CPU are belong to us

To a degree we are right, see for example what happens when a new console comes out. Rendering takes it all (even struggling), gameplay usually fits, happy to have more memory sitting around unused. We are good at using the hardware, the more hardware, the more rendering will do. And then everybody complains that rendering was already "good enough" and that games don't change and animation is the issue and so on.

Rendering in other words, scales. SIMD? More threads? GPUs? We eat them all... Why? Well, because we know about data! We're all about data. 

Don't tell people around, but really, at its best rendering is a few simple kernels that go through data wrapped hopefully in an interface that doesn't upset artists too much. We take a scene of several thousands of objects and we find the visible ones from a few different points of view. Then we sort and them and send everything to the GPU. 

Often the most complex of all this is loading and managing the data and everything that happens around the per-frame code. The GPU? Oh, there things get even more about the data! It goes through millions of triangles, transforms them to place them on screen and then yet again finds the visible ones. These generate pixels that are even more data, for which we need to determine a color. Or roughly something like that.

The amount of data we filter through our few code "kernels" is staggering, so it's we devote a lot of care to them. 

Arguably many "unsuccessful" visuals are due to trying to do more than it's worth doing or it's possible to do well. Caring too much for the number of features instead of specializing on a few very well executed data paths. You could even say that Carmack has been very good at this kind of specialization and that made his technology have quite the successful legacy it has.

Complexity and cost.
Ok all fine, but why should we (and by we I'm imagining "non-rendering" engineers) care? Yes, "gameplay" code is more "logic" than "data", that's maybe the nature of it and there's nothing wrong with it. Also wasn't code a compressed form of data anyhow?

True, but does it have to be this way? Let's start talking about why it maybe shouldn't. Complexity. The least code, the best. And we're really at a point where everybody is scared about complexity, our current answer is tools, as in, doing the same thing, with a different interface. 

Visual programming? Now we're about data right? Because it's not code in a text editor, it's something else... Sprinkle some XML scripting language and you're data-oriented.
So animation becomes state machines and blend trees. AI becomes scripts, behaviour trees and boxes you connect together. Shaders and materials? More boxes!

An odd middle ground, really we didn't fundamentally change the ways things are computed, just wrapped them changing the syntax a bit, not the semantic. Sometimes you can win something from a better syntax, most of these visual tools don't as now we have to maintain a larger codebase (a runtime, a custom script interpreter, some graphical interfaces over them...) that expresses at best the same capabilities as pure code. 
We gain a bit when we have to iterate over the same kind of logic (because C++ is hard, slow, and so on) but we lose when we have to add completely new functionalities (that require modifications to the "native" runtime and to be propagated through tools).

This is not the kind of "data-driven" computation I'll be talking about and it is an enormous source of complexity.

Data that drives.
Data comes in two main flavours, sort of orthogonal to each other: acquisition and simulation. Acquired data is often to expensive to store, and needs to be compressed in some ways. Simulated (generated) data is often expensive to compute, and we can offset that with storage (precomputation). 
Things get even more interesting when you chain both i.e. you precompute simulated data and then learn/compress models out of it, or you use acquired data to instruct simulated models, and so on.

Let's take animation. We have data, lots of it, motion capture is the de-facto standard for videogame animation. Yet, all we do it to clean it up, manually keyframe a bit, then manually chop, split, devise a logic, connect pieces together, build huge graphs dictating when a given clip can transition into another, how two clips can blend together and so on. For hundreds of such clips, states and so forth. 
Acquisition gets manually ground into the runtime, and simulation is mostly relegated to minor aesthetic details. Cloth, hair, ragdolls. When you're lucky collisions and reactions to them.

Can we use the original data more? Filter, learn models. If we know what a character should do, then can we search for the most "fitting" data we have automatically, an animation that has a pose that conserves what matters (position, momentum) and goes where we want to go... Yes, it turns out, we can. 
Now, this is just an example, and I can't even begin to scratch the surface of the actual techniques, so I won't. If you do animation and this is new to you, start from Popovic (continuos character control with low dimensional embeddings is to the date the most advanced of his "motion learned from data" approaches, even if kNN based solutions or synthesis of motion trees might be most practical today) and explore from there.

All of this is not even completely unexplored, AAA titles are shipping with methods that replace hardcoding with data and simulation. An example is the learning-based method employed for the animation of crowds in Hitman:Absolution
I had the pleasure of working from many years with the sports group at EA, which surely knows animation and AI very well, shipping what was at the date I think one of the very few AAA titles with a completely learning-based AI, Fight Night Round 4
The work of Simon Clavet (responsible for the animation of Assissin's Creed 3) is another great example, this time towards the simulation end of the spectrum.

What I'd really wish is to see if we can actually use all the computing power we have to make better games, via a technological revolution. We're going to really enter a "next generation" of gaming if we learn more on what we can do with data. In the end it's computer science, actually all there is to it. Which is both thrilling and scary, it means we have to be better at it, and how much there is to learn.
  • Data acquisition:  filtering, signal processing, but also understanding what matters which means metrics.
    • Animation works with a lot of acquisition. Gameplay acquires data too, telemetry but also some studios experiment with biometrics and other forms of user testing. Rendering is just barely starting with data (e.g. HDR images, probes, BRDF measurements).
    • Measures and errors. Still have lots to understand about Perception and Psychology (what matters! artists right now are our main guidance, which is not bad, listen to them). Often we don't really know what errors we have in the data, quantitatively.
    • Simulation, Visualization, Exploration.
  • Representation, which is huge, everything really is compression, quite literally as code is compressed data, we know, but the field is huge. Learning really is compression too.
  • Runtime, parallel algorithms and GPUs.
    • This is what rendering gets done well today, even if mostly on artist-made data.
    • Gather (Reduce) / Scatter / Transform (Map)
    • For state machines (Animation, AI) a good framework is to think about search and classification. What is the best behaviour in my database for this situation? Given a stage, can I create a classification function that maps to outcomes? And so on.
In the end it's all a play of shifting complexity from authoring to number crunching. We'll see.

17 December, 2013

Mental note: shadowmap-space filters

A thought I often had (and chances are many people did and will) about shadows is that some processing in shadowmap space could help for a variety of effects. This goes from blurring ideas (variance shadow maps and variants) to the idea of augmenting shadowmaps (e.g. with distance to-nearest-occluder information).

I've always discarded these ideas though (in the back of my mind) because my experience with current-gen told me that often (cascaded) shadowmaps are bandwidth-bound. To a degree that even some caching schemes (rendering every other frame, or tiling a huge virtual shadowmap) fail because the cost of re-blitting the cache in the shadowmap can exceed the cost of re-rendering.
So you really don't want to do per-texel processing on them, and it's better instead to work in screenspace, either by splatting shadows in a deferred buffer and blurring, or by doing expensive PCF only in penumbra areas and so on (i.e. with min/max shadowmap mipmaps to compute trivial-in shadow and trivial-out shadow cases and branch).

It seems though that lately caching schemes are becoming practical (probably they are already for some games on current-gen, by no mean my experience on the matter in Space Marines can be representative of all graphic loads).
In these cases it seems logical to evaluate the possibility of moving more and more processing in shadowmap space. 

Then again, a reminder that a great metaheuristic for graphics is to try to reframe the same problem in a different space (screen, light, UV, local, world... pixel/vertex/object...)

Just a thought.

13 December, 2013

Never Again in Graphics: Unforgivable graphic curses.

Well known, zero cost things that still are ignored too often.

Do them. On -any- platform, even mobile.

Please.
  • Lack of self-occlusion. Pre-compute aperture cones on every mesh and bend the normalmap normals, change specular occlusion maps and roughness to fit the aperture cone. The only case where this doesn't apply is for animated models (i.e. characters), but even there baking in "t-pose" isn't silly (makes total sense for faces for example), maybe with some hand-authored adjustments.
  • Non-premultiplied alpha.
  • Wrong Alpha-key mipmaps computed via box (or regular image) filters.
  • Specular aliasing (i.e. not using Toksvig or similar methods).
  • Analytic, constant emission point/spot lights.
  • Halos around DOF filters. Weight your samples! Maybe only on low-end mobile, if you just do a blur and blend, it might be understandable that you can't access the depth buffer to compute the weights during the blur...
  • Cartoon-shading-like SSAO edges. Weight your samples! Even if for some reason you have to do SSAO over the final image (baaaad), at least color it, use some non-linear blending! Ah, and skew that f*cking SSAO "up", most light comes from sky or ceiling, skewing the filter upwards (shadows downwards) is more realistic than having them around objects. AND don't multiply it on top of the final shading! If you have to do so (because you don't have a full depth prepass) at least do some better blending than straight multiply!
  • 2D Water ripples on meshes. This is the poster child of all the effects that can be done, but not quite right. Either you can do something -well enough- or -do not do it-. Tone it down! Find alternatives. Look at reference footage!
  • Color channel clamping (after lighting), i.e. lack of tonemapping. Basic Reinhard is cheap, even on shaders on "current-gen" (if you're forced to output to a 8bit buffer... and don't care that alpha won't blend "right").
  • Simple depth-based fog. At least have a ground! And change the fog based on sun dot view. Even if it's constant per frame, computed on the CPU.
If you can think of more that should go in the list, use the comments section!

12 December, 2013

Shit people say: graphics have "peaked"

If you think that rendering has peaked, it's probably good. Probably it means you're not too old and haven't lived through the history of 3d graphics, where at every step people thought that it couldn't get better. Or you're too old and don't remember anymore...

Really, if I think of myself on my 486sx playing Tie Fighter back then, shit couldn't get any better. And I remember Rebel Assault, the first game I bought when I had my first CD-rom reader. And so on and on (and no, I didn't play only Star Wars games, but at the time LucasArts was among the companies made all must-buy titles... until the 360 I've always been a "computer" gamer, nowadays I play only on consoles).

But but but, these new consoles launched and people aren't that "wowed" right? That surely means something. We peaked, it happened.

I mean, surely it is not that when the 360 and later PS3 came out games weren't looking incredibly much better than what we had on ps2, right? (if you don't follow the links, you won't get the sarcasm...). And certainly, certainly the PS2 launch titles (was touted as more powerful than a SGI... remember?) it blew late PS1 titles right out of the water. I mean, it wasn't just more resolution.

Maybe it's lack of imagination. As I wrote, I was the same, many times as I player I failed to imagine how it could get better. To a degree I think it's because video-game graphics, like all forms of art, "speak" to the people of their time, first and foremost. Even if some art might be "timeless" that doesn't imply that its meaning remains constant over time, it's really a cultural, aesthetic matter which evolves over time.
Now I take a different route, which I encourage to try. Just go out, walk. See the world, the days, the nights. Maybe pick up a camera... How does it feel? To me, working to improve rendering, it's amazing. Amazing! I could spend hours walking around and looking in awe and envy at the world we can't yet quite capture in games.
Now think if you could -play- reality, tell stories in it. Wouldn't it be a quite powerful device? Won't it be the foundation for a great game?

Stephen Shore, one of the masters of American color photography

Let me be explicit though, I'm not saying that realism is the only way, in the end we want to evoke emotions, and that can be done in a variety of ways, I'm well aware. Sometimes it's better to illustrate and let the brain fill in the blanks, emotions are tricky. Take that incredible masterpiece that is Kentucky Route Zero which manages to use flat-shaded vector graphics and still feel more real than many "photo-realistic" games. 
It's truly a game that every rendering engineer (and every other person too) should play, to be reminded of what are the goals we are working for: pushing the right buttons in the brain and trick it to remember or replay emotions it experienced in the real world. 
Other examples you might be more accustomed to are Call of Duty (most of them) and Red Dead Redemption, two games that are (even if it's very questionable actually) not as technically accomplished as some of the competition but manage to evoke and atmosphere that most other titles don't even come close to.

At the end of the day, photo-realism is just a "shortcut", as if we have something that spits realistic images for every angle and every lighting, it's easier to focus on the art, the same way that it's cheaper to film a movie rather than hand paint every frame. It's a set of constraints, a way of reducing the parameters space from the extreme of painting literally every pixel every frame to more and more procedural models where we "automate" a lot of the visual output and allow creativity to operate on the variables left free to tuning (i.e. lighting, cinematography and so on). 
It is -a- set of constraints, not the -only- one. It's just a matter of familiarity, as we're trying to fool our brains into firing the right combinations of neurons, it makes some sense to start with something that is recognizable as real, as our lives and experiences are drawn from real world. But different arguments could be made (i.e. that abstraction helps this process of recollection), this would be the topic of a different discussion. If your artists are more comfortable working in different frameworks there is a case to be made for alternatives, but when even Pixar agrees that physics are a good infrastructure for productive creativity then you have a quite strong "proof" that it's indeed a good starting point.


Diminishing returns... It's nonsense. Not that it doesn't exist as a phenomenon, but we are still far from being there in terms of effort vs quality, and there are many ways to mitigate it in asset production as well (money vs content, which will then hopefully relate to money). 
As I said, everyday I come back home from the office, and every day (or so) I'm amazed at the world (I'm in Vancouver, it's pretty here) and how far we still have to go to simulate all this... No, it's not going to be VR the next step (Oculus is amazing, truly, even if I'm still skeptical about a thing you have to wear and for which we have no good controls), there is still a lot to do on a 2d screen, both in rendering algorithms and in pure processing power. 
Yes we need more polygons please. Yes we need more resolution. And then more power on top of that to be able to simulate physics, and free our artists from the shackles of needing to eyeball parameters and hand-painted maps and so on...

And I don't even buy the fact that rendering is "ahead" and other things "lag" behind. How do you even make the comparison?
AI is "behind" because people in games are not as smart as humans? Well, quite unfair to the field, I mean, trying to make something look like a photo, versus something behave like a human, seems to be a bit easier to me.
Maybe you could say that animation is behind because well, things look much worse in motion than they do when they are static. But, not only part of that is a rendering problem, but it just says exactly that, things in motion are "harder" than static things, it doesn't mean that "motion" lags behind as a field...
Maybe you can say we implemented more novel techniques in rendering than we did in other fields, animation didn't change that much over they years, rendering changed more. I'm not entirely sure it's true, and I'm not entirely sure it means that much anyways, but yes, maybe we had more investment or some games did, to be more precise.

Anyhow, we still suck. We are just now beginning to understand the basics of what colors are, of what materials are, how light works. Measure, capture, model... We're so ignorant still. Not to mention on the technical side. Pathetic. We don't even know what to do with most of the hardware yet (compute shaders? for what?).

There could be an argument that spending more money on rendering is not worth it - because spending them on something else now gets us more bang for the buck, which is a variation of the "rendering is ahead" reasoning that doesn't hinge on actually measuring what is ahead of what. I could consider that, but really the reason for it is just that it's harder to disprove. But on the other hand, it's also completely random! 
Did we measure this? That would be actually fascinating! Can we devise an experiment where we can turn a "rendering" know and an "animation" or "gameplay" know and see what are people most sensitive to? I doubt it, seriously, but it would be awesome.
Maybe we could do some market research and come up with metrics that say that people buy more games if they have better animation over rendering, but... I think rendering actually markets better (that's why companies name and promote their rendering engines, but not their animation ones).

Lastly, you could say, it's better to spend money somewhere else just because it seems that rendering is expensive and maybe the same money just pays so much more innovation somewhere else. Maybe. This still needs ways of measuring things that can't be measured, but really the thing is some people are scared that asset costs will still go up and up. Not really "rendering" costs, but "art" costs. Well -rendering- actually is the way to -lower- art costs. 
No rendering technique is good if it doesn't serve art better, and unfortunately even there we still suck... We are mostly making art the same way we always did, triangles, UVs, manually splitting objects, creating LODs, grouping objects and so on. It's really sad, and really another reason to be optimistic about how much still we have to do in the future.

Now, I don't want to sound like I'm saying, I'm a rendering guy, my field is more relevant and all the money should go to it. Not at all! And actually I'm passionate of a lot of things, animation for example is fascinating as well... and who knows, maybe down the line I'll do stuff that it's completely different than what I'm doing today... I'm just annoyed that people say thing that are not really based in facts (and as we're at it, let's also dispel the myth that hardware progress is slowing down...).

Cheers.

10 December, 2013

Never again: point lights

Distant, point, spotlight, am I right? Or maybe you can merge point and spot into an uberlight. No.
Have you ever actually seen a point-light in the real world? It's very rare, isn't it? Even bare-bulbs don't exactly project uniformly in the hemisphere...
If you're working with a baked-GI solution that might not affect you much, in the end you can start with a point, construct a light fixture around it and have GI take care of that. But even in the baked world you'll have analytic lights most often. In deferred, it's even worse. How many games show "blobs" of light due to points being placed around? Too many!
With directional and spots we can circumvent the issue somehow by adding "cookies", 2d projected textures. With points we could use cube textures, but in practice I've seen too many games not doing it (authoring also could be simpler than hand-painting cubes...)
During Fight Night (boxing game) one little feature we had was light from camera flashes, which was interesting as you could clearly see (for a fraction of a second) the pattern they made on the canvas (journalists are all around the ring) and there it was the first time I noticed how much point lights suck.
The solution was easy, really, I created a mix of a point and distant light, which gave a nice directional gradient to the flash without a cone shape of spots. You could think of the light as being a point and the "directional" part being a function that made the emission non constant on the hemisphere. 


It's a multiply-add. Do it. Now!

Minimum-effort "directional" point


Another little trick that I employed (which is quite different) is to "mix" point and directional in terms of the incoming light normal on the shaded point (biasing point normals towards a direction), at the time an attempt to create lights that were "area" somehow, softer than pure points. But that was really a hack...
Nowadays you might have heard of IES lights (see this and this for example), which are light emission profiles often measured by light manufacturers (which can be converted to cubemaps, by the way). 
I would argue -against- them. I mean sure, if you're going towards a cubemap based solution sure, have that as an option, but IES are really meaningful if you have to go out in the real world and buy a light to match a rendering you did of an architectural piece, if you are modeling fantasy worlds there is no reason to make your artists go through a catalog of light fixtures just to find something that looks interesting. What is the right IES for a pointlight inside a barrel set on fire?

A more complicated function

A good authoring tool would be imho just a freehand curve, that gets baked into a simple 1d texture (in realtime, please, let your artists experiment interactively), mapped with light direction dot (light position-shaded point).
If you want to be adventurous, you can take a tangent vector for the light and add a second dot product and lookup. And add the ability of coloring the light as well, a lot of lights have non-constant colors as well, go around and have a look (i.e. direct light vs light reflected out of the fixture or passing through semi-transparent material...).

1d lookups are actually -better- than a cubemap cookies, because if you see in real world example many fixtures generate very sharp discontinuities in the light output, which are harder (require much more resolution) to capture in a cubemap...
Exercise left for the reader: bake the light profile approximating a GI solution, automatically adapting it to the enviroment the light was "dropped" in...