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Demos and Real-time
Presentation
Title Computer
Graphics
First
andMing
Last Name
Ng Chu
Presenters
Title Graphics Research Lab
Alumni, Computer
© 2007 CGRL
1
Overview of Talk

Introduction to Demos

Origins of the Demoscene

Demoparties

Classic works

Different type of demos

Tricks and Techniques

Conclusion
© 2007 CGRL
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Introduction to Demoscene
Demos : What are they?

Not Commercial or Game Demos!

Demos are…
“the last bastion of passionate, crazed, enthusiastonly programming, crafted purely for the hell of it
by inspired teenagers working entirely in their
spare time. The teens create jaw-dropping
audiovisual effects beyond the dreams of most
multimedia designers. “ – Wired Magazine

New digital artform

Demos are a fusion of…

Art

Music

Design

Great Coding
© 2007 CGRL
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What are Demos?...
Lets see…..
© 2006 Autodesk
© 2007 CGRL
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Origins of the Demoscene
Demos : How it all started…

Started in early 1980s due to software
crackers
 Cracker signature
 Originated from ‘crack screens’…
 From text…
 To splash screens…
 2D animation…
 … finally 3D animated effects and
music
 Eventually, many cracker groups started to
release intro-like programs separately
© 2007 CGRL
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Origins of the Demoscene
Demos : Today, in the state of the art…





3D realtime ray tracing
Procedural Textures
Multiple Effects and transitions
Executable compression
Design and storyboarding
© 2007 CGRL
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Demo Parties
Demos : the now worldwide phenomenon…

Assembly ’06 (Helsinki, Finland)

Mother of all demo parties

The very first and longest
running for 15 years

Sponsored by big names like
EA,
Microsoft, AMD
Creative, ATI, Nokia, ASUS

Now a worldwide phenomenen

A Demoparty in almost every continent/country

The Party (Denmark), Breakpoint (Germany), The
Gathering (Norway)…

33 demo competitions over 23 Countries…

Even Singapore had one, The Scene in 1996
© 2007 CGRL
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Demo Show case:
Classic and defining works …
in DemoScene history.
© 2006 Autodesk
Classic and Defining works
2nd Reality by Future Crew

Produced and presented at Assembly 1993

But… What is it like in 1993?

386 PCs running DOS

16bit. 64k limit.

NO OpenGL/Direct3D etc!
© 2007 CGRL
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Classic and Defining works
2nd Reality by Future Crew



Till today, it is still considered the greatest demo
ever produced
Listed by Slashdot.org as Top 10 hacks of all time,
alongside
 Mars Pathfinder
 Ken Thompson's "cc hack“
 Perl
 The Apollo 13 Mission Rescue
2nd Reality facts
 Coded in FULL Assembly language
 Dolby Surround
 And group members were just 18-20 years old!
© 2007 CGRL
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2nd Reality.
Play DVD here
© 2006 Autodesk
Types of Demos…
4kb, 64kb, Full fledged demos…
© 2006 Autodesk
Types of Demos
4 Kilobyte Intros

Yes, 4096 bytes.

Equivalent to…



512 chars of text…
What it means…

No APIs to call

Code _EVERYTHING_ yourself,
down to the last plotpixel
Alright… Just how small is 4Kb!?
© 2007 CGRL
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Types of Demos
4 Kilobyte Intros

Okay… Lets take a look at…
© 2007 CGRL
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Types of Demos
4 Kilobyte Intros

Yes, 4096 bytes.

Equivalent to…

512 chars of text…

Alright… Just how small is 4Kb!?

Ok… Fine. So, What can you do in 4Kb?
© 2007 CGRL
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Types of Demos
64 Kilobyte Intros

What can be done in 64Kb?

© 2007 CGRL
Well, this is what all of us do.....
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Types of Demos
64 Kilobyte Intros

What can be done in 64Kb?

But you can really have,

Procedural geometry

Music

Textures

And even realtime raytracing with adaptive subsampling…
© 2007 CGRL
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Types of Demos
Full fledged demo (> 1MB in size)

Well, anything goes here.

Lets check out one of the winning entries in Assembly 2006
© 2007 CGRL
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Types of Demos
Other weird, strange, crazy, but cool stuff.

256 bytes competition
 Raytracer in 256 bytes

Text Mode demo competition
 Textmode? You must be kidding me…

Hugi Size Coding competition
 How small can nibbles get?

© 2007 CGRL
Ans : 48 bytes!
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Tricks and Techniques
Assembly…
fixed point math…
speed hacks…
taylor series approximations
© 2006 Autodesk
Tricks and Techniques
Size optimization…


Assembly language

There’s no running from it

Know the instruction set sizes

Be aware of processor arch.
3 Levels in which the size problem is
approached

Algorithmic tweaks

Compiler tweaks

OS tweaks
© 2007 CGRL
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Tricks and Techniques
Size optimization : Algorithmics…

Basically, think of ways to generate things on the fly

Procedural textures, procedural music, code, etc…

Simple example :

The texture on the right is 256x256, with 0-255 in colour
[grey scale].

Even as a .jpg [with compression] it takes a total of 6KB
to store. This is larger than many intro’s!

An un-optimized procedural algo:
for(y=0;y < 256;y++)
for(x=0;x < 256; x++)
height_value=(1-(sqrt(((x-128)*(x-128))+((y128)*(y-128)))/128))*255;

Note – even without code size optimizations, its <200
bytes in a basic C compiler – a 15 times improvement!

This is only a small example – you need to think
algorithmically about, textures, geometry, music, and
code!
© 2007 CGRL
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Tricks and Techniques
Size optimization : Compiler tools

Going one level down to language tools and selection

The principle is…



Don’t take what’s thrown to you out of the box
Assembly

Offers the most flexibility and options to push limits

Use of features in ways they weren’t first designed (more on that
later)
C++

Know everything about your compiler

Linker options, pragmas, etc…
© 2007 CGRL
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Tricks and Techniques
Size optimization : Compiler tools

C++ example
#include <windows.h>
__stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,
int nShowCmd)
{
MessageBox(0,“Silly example",“test!",MB_OK); return 0;
}

This example, when compiled with “default” VC++ options results in a 24 KB
EXE! 
© 2007 CGRL
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Tricks and Techniques
Size optimization : Compiler tools

Lets tweak it!

The same program, altered just a little bit….
#pragma comment(linker,"/ENTRY:main")
#pragma comment(linker,"/MERGE:.rdata=.data")
#pragma comment(linker,"/MERGE:.text=.data")
#pragma comment(linker,"/IGNORE:4078")
#pragma comment(linker,"/OPT:NOWIN98")
#include <windows.h>
void main()
{
MessageBox(0,"test","test",MB_OK);
}

Becomes 1KB in size!
© 2007 CGRL
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Tricks and Techniques
Size optimization : Compiler tools

Err… So what the hell did you do?

Cut out the “fluff” that the compiler includes by default:

Microsoft Visual C++ Runtime Library

4kb section alignment [not required]

Merged sections in the exe:
.text (default code section),
.rdata (default read-only data section)
.data (initial data section)
© 2007 CGRL
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Tricks and Techniques
Size optimization : OS Tweaks…

Going another level deeper… OS limitations!
This deals with OS limitations, or what a “executable” file is on that Operating
system
 Win32 programs have a lot of extra “fluff” in them, that you don’t need
 Now…. MS-DOS had a light program. It supports 2 types of programs:

.COM files - limited to 64kb,
.EXE files - for large exe


but no headers!
Coders started using executable packers.
 Basically, compressing the exes
Still not enough!
 Pack Exe files in COM files
 Pack .CAB files
 A lot of details here… (Omitted)
© 2007 CGRL
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Tricks and Techniques
Optimizing for speed : Processor level…

Again a wide spectrum art

How optimized your code is influence what you can put on your screen.

Knowledge of processor instruction sets and arch. Eg,

Use of lea instruction to do muls faster

xor eax, eax is faster than mov eax, 0

Address generation interlocks (AGI)
It
takes one clock cycle to calculate the address needed by an
instruction which accesses memory
But if the address depends on result of an instruction in the
preceding clock cycle, you have to wait an extra clock cycle => AGI
Eg.
ADD EBX,4
MOV EAX,[EBX] ; AGI pipeline stall
Solution?
Interleave instructions in between…
ADD EBX,4
XOR ECX, ECX
MOV EAX,[EBX] ; No AGI stall
© 2007 CGRL
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Tricks and Techniques
Optimizing for speed : Algorithms…

Going one level up… Algorithms.

Numerical methods



Better algorithms to approximate calculations

Clever hacks
From the very simple,

Avoid multiplications/divisions

Use look up tables
To the more involved…
© 2007 CGRL

Using Taylor series to approx sqrt()

John Carmack’s famous Inverse Sqrt hack
30
Tricks and Techniques
Optimizing for speed : Effect Hacks

Find more clever ways to suspend your disbelief!

Simple Example… Simulating Fire!

Wow!… physically based simulation! But….

It takes FOREVER!
© 2007 CGRL
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Tricks and Techniques
Optimizing for speed : Effects Hacks

Take a look at this demo

Nice, simple and Realtime!

And it was already possible 10 years ago!

How it was done…

Use Indexed Color Mode

Set up a nice palette

Plot new pixels and just smooth the image

Evolve image using flow field
© 2007 CGRL
32
Tricks and Techniques
Optimizing for speed : Effects Hacks

Take Heaven Seven by Exceed

Nobody thought realtime raytracing is possible in the year
2000

But they made it possible with adaptive subsampling

And use heavily hand optimized assembly
© 2007 CGRL
33
Conclusion
What the scene has to offer…

For educators/academics :

Undergrads in today's Universities mostly don’t know the demo
scene exists

The scene is an environment to foster students CG knowledge thru
competition

Demo making is a good avenue to learn broad spectrum CS
techniques

For example, creating a 64KB intro requires,
Cramming
all code, models, textures, sound and all other data in a total of 64KB
This combines skills of, real-time performance, compression programming and
generation

For Commercial/Development :

Demo competitions are excellent place to recruit

Many game industry ppl used to be sceners
© 2007 CGRL
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content
Presentation Title
Thank you
First and Last Name
Presenters Title
© 2007 CGRL
35
Tricks and Techniques
Optimizing for speed : Algorithms…

Going one level up… Algorithms.

Numerical methods


Better algorithms to approximate calculations

Clever hacks
From the very simple,

Avoid multiplications/divisions
Use
shift and add, eg in framebuffer look up.
Since framebuffers are contiguous block of memory,
pixel(x, y)=fb[y * x_res + x] // say x_res = 800 x 600
Use shift and add!
pixel(x, y)=fb[y << 9 + y << 8 + y << 5 + x]
Even better… Lookup tables => pixel(x, y)=fb[ytable[y]+ x]

To the more involved…

© 2007 CGRL
Using Taylor series to approx sqrt(), John Carmack’s famous Inverse
Sqrt hack
36
Tricks and Techniques
Speed hacks…

Fixed point math

Use Approximations!

Don’t Calculate what you don’t need to!

Use look up tables!
© 2007 CGRL
37