Beyond gaming
Hi Everyone,
My name is Peter Hofstee, I am one of the architects of Cell, primarily responsible for the synergistic processor. I have given quite a few technical talks on Cell, but in this blog I’d like to talk a bit about some potentially further reaching implications of the next generation of gaming technology.
For me the most significant aspect of this next generation of technology is the transition from consoles and games designed primarily for stand-alone use, to systems and games defined by broadband connectivity and interaction in real-time within a virtual 3-D environment.
The ability for large groups of people who are only virtually co-located to interact in real time I think is profound and is likely to have an impact far beyond gaming. It is likely to change education with virtual classrooms that can become better than real ones, for example by allowing everyone in the class to get an instant good view of someone asking a question. It is likely to change research and collaboration by significantly lowering the barriers to organizing an international conference or increase the value of a smaller meeting. It is likely to change the way sports are watched by allowing personalized points of view and audience participation. It will likely change business, with new opportunities for advertising and new ways for people to respond to advertisements and new ways for businesses and consumers to interact.
A key enabling technology that needs further development is the creation in real time of 3-D models of the real world (just like cameras construct a 2-D model). This brings world-data into the format that games and CG movies use. Today the process is in its infancy, for example requiring actors to put on black suits with white markers so the segmented motion can be tracked. In the case of medical data, x-ray or MRI data need a considerable amount of off-line processing to create a 3-D image that isn’t even based on objects. Still imagine for a moment that true 3-D recording technology to did exist and classrooms or sportsgames could be captured this way. Once the data is captured in this format, it can be manipulated, for example by adding other participants to the modeled classroom or conference. Also, just as in games, it allows an infinite choice of camera locations for final display as in the sportsgame example. Applications are endless; a surgeon can see an overlay of 3-D data from an MRI scan to what is visible to the eye, and may prefer this type of virtual view even when not operating remotely. The technology will improve virtually enhanced displays, not just for fighter pilots and airplane mechanics, but for car drivers and mechanics and plumbers, and electricians etc. etc. etc. I think this type of technology would have a lot more impact than conventional 3-D displays that offer only very limited freedom in the choice of a point of view, though of course 3-D displays and 3-D modeling and distribution are mostly orthogonal technologies and can be used in combination.
While the goal of full real-time 3-D recording will take some time to achieve, in many cases data that has been collected off-line addressing the static aspects of the scene that is being modeled can make the problem tractable. Examples include merely recording the positions and orientations of pre-modeled racecars on a pre-modeled race track to allow gamers to participate in the race, or recognizing the players and their body configurations in a soccer game to apply it to detailed 3-D models of the players that were previously built to allow viewers to control how they watch the game. Another example is the camera recording your body position and motion and applying it to a virtual character in a game. An example where the data is (almost) static is the collection of 3-D models of the world itself, in particular cities, to allow real-time exploration in 3-D. Perhaps an ultimate example is world modeling with enough detail to make a virtual hike worthwhile. Several of these exist already, what I have sketched is far from an all-or-nothing proposition. Most likely it will follow the paradox of recent technological progress (think MMOGs); viewed up close the rate of adoptions seems to be very slow, and yet, all of a sudden it seems to be there in a big way.
One last comment. For a field to truly drive the development of new technology, there have to be significant problems that cannot yet be solved, and drive the value people find in new generations of technology. This is now case with gaming and microprocessors, and the one class of problems I have described here a little bit is only one of many examples.

