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 Q&A Callan McInally from AMD
ATI/AMD Ruby Demo
july 2007
 

"Our demo engine, called the Sushi Engine, was designed and developed in house. Creating our own engine allows us to target and focus on the cutting edge of real-time computer graphics hardware (unlike game engines that have to support multiple generations) and also allows us to gain valuable insights into the fine art of graphics engine architecting and development. "

I

Q1 The latest ATI Radeon Ruby:Whiteout demo pushes the boundaries of ultra realism. What is ATI's aim in producing such technology demos?
A1

Get to know the challenges that next-gen game developers will be facing, solve some of the problems that current-gen game developers are already facing, show case the power and features of our latest GPUs, but most of all… we do it because we love graphics and it’s just too much fun to pass up.

   
Q2 How much time did the making of the demo take?
A2 About 2 years (Spring 2005 -> Spring 2007) but this also includes developing a new engine and new art tools (which we will re-use for the next few years/demos/etc).

   
Q3 Does the demo make use of a home-made, ATI-internal 3D engine? Or does it leverage a game engine such as the Unreal Engine or the CryEngine?
A3 Our demo engine, called the Sushi Engine, was designed and developed in house. Creating our own engine allows us to target and focus on the cutting edge of real-time computer graphics hardware (unlike game engines that have to support multiple generations) and also allows us to gain valuable insights into the fine art of graphics engine architecting and development. We can experiment with new rendering techniques in a relatively low-risk environment (a game production environment is often hectic and it can be difficult to find time to try new things that may not work out in the end). The lessons we learn become valuable information for our hardware and software architects as well as external game developers.
   
Q4 In the demo, the snow's rendering is quite astonishing. How did you reach such quality level?
A4 First, we have fantastic artists who aren’t scared of diving into the shader code to make adjustments if they see fit. Second, the HD 2xxx series provides enormous amounts of compute power which enabled us to create highly configurable, procedural shaders which gives the mountains a very natural and non-repetitive look. If the mountains were to be hand-painted, the quality would have been much lower… there simply isn’t enough time in the day to paint all that detail into all those mountains. This kind of technique is exactly how such a virtual landscape would be created for a feature film.

In order to achieve the right look, we used subsurface scattering techniques to simulate the complex interactions that occur between snow and light. In addition to subsurface scattering, more advanced lighting models were used. Anytime you are lighting something outdoors it is important to take sky light into account. When light from the sun reaches earth, it scatters due to the gases and other particles that make up our atmosphere. So when you place an object outdoors, there’s light coming at it from all different directions (not just the direction of the sun) and so the sky itself acts as a giant blue-ish area light source.

   
Q5 The skin and lips of the Ruby character seem to come right from an animation feature film. Is it difficult to achieve?
A5 Animated characters are always a challenge. The Ruby character uses many of the same animation techniques that are employed by the film industry. Our artists created an enormous set of face shapes (which you can think of as poses or expressions) and then they pick and choose from these shapes blending in a smile here and a wink there to build up each and every frame of animation. To speed up the process we partnered with ImageMetrics a company that captures the facial performance of real actors using digital video and then uses complex algorithms (similar to facial recognition) to pick and chose the artist created face shapes and then blend them together to mimic our actress’s performance. In addition to all this, we also developed a technique that allows artists to animate facial wrinkles on Ruby. Though it may seem like a minor detail, facial wrinkles are an important part of facial expression. A wrinkled brow is all that’s needed to let you know that a person is deep in thought and a small crease on Ruby’s cheek helps let you know that her smile is genuine.
   
Q6 Some methods used to be available only in pre-calculated rendering, i.e. Sub-Surface Scattering, Ambient Occlusion, Environment Reflection. Are they now available to realtime content makers?
A6 Yes, in fact all three of your examples are used in the Whiteout demo. These technologies are available to realtime content makers but these techniques are also constantly improving. For example, we are on to our 4th generation of subsurface scattering technology for human skin (Ruby1 -> Ruby4). All three of those techniques fall under the “global illumination” umbrella (where the lighting calculation performed at the surface of an object depends on the global, surrounding scene) and this area of real-time computer graphics continues to be a hot area of research with new advances being developed all the time.
   
Q7 Which DCC tools were used in the making of this demo?
A7 Maya, ZBrush, Modo, World Machine, Photoshop, and some of our own custom tools such as CubeMapGen, ATI Normal Mapper, and Tootle.
   
Q8 Can this demo run in real time on a Radeon HD 2900XT?
A8 Yes.
   
Q9 Can we expect games and real time productions to reach such visual excellence? What will be left to the pre-calculated 3D field?
A9 Absolutely.There’s still plenty for offline simulation problems to tackle. Rendering is one aspect of offline CG. There’s also physics and other forms of simulation. Interestingly, one shift we are seeing in the offline rendering field is that large scale CPU based render-farms are being replaced by arrays of GPUs. This makes sense because of the vast compute power offered by GPUs.
   
   
 
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