[B][U]What is Brigade ? :[/U][/B]
Brigade utilizes both Nvidia and AMD hardware to do path tracing on the GPU, Other tracers, e.g. CPU based or LAN could be created by the user.All rendering kernels are fine-tuned for every card to give maximum performance combined with special scene-graph optimizations that are unique to Brigade, allows us to bring real-time path tracing to video games.
Because Brigade uses a very specific BVH, It allows you to create multi-million polygons scenes without a sweat. Polygons (dynamic or static) are no longer a limitation in Brigade.
Path tracing is known to be used in scientific visualization because of its accuracy, elegance, and its rendering quality. Brigade can do infinite soft shadows, color bleeding (no need to pre-bake lighting anymore), ray-traced reflections that are not using any screen-space tricks. (You can have curved reflections on surfaces)
Instancing allows you to instantiate dynamic, or static geometry. For example, you can have 100 cars, while having only 1 in memory, you can give every instance of a object its own material to make them unique, Instances can also be transformed linearly, This allows you to move your cars around the scene without having to rebuild the scene-graph for the car every frame.There is no limit of instances. Performance-wise, you can think of them as triangles.
Brigade has a very flexible system of physically-based materials that can produce Glossy, Diffuse, Specular (transparent or mirror) & Emissive with normal maps support.
You can load any kind of image formats : JPG, BMP,TGA,HDR,PNG,TIFF & more... You can load models using *.OBJ, or load complete chunks of scene ( containing nodes, cameras, lights, animations etc.. ) using *.DAE , *.BLEND, etc...
Animation for bones ( with skinning ), cameras, objects & more. Collision rays, since Brigade is a raytracer, it doesn''t mind shooting a couple of thousand rays extra. These rays will give you the position of intersection, the triangle hit ( + material ) , the instance hit if any and some other data that might be useful. Also basic memory management, e.g. malloc with lifetime of 1 frame.
A basic application on Brigade is merely 10 lines of code to execute & render a scene. It allows you some kind of flexibility in the API for game developers.
Brigade comes with a post-processing engine that can do bloom, glare, lens flare, tonemapping, color correction, motion blur, and more.Brigade internally renders full HDR images, and exposes these in 32 or 16 bit float, or 8-bit int.
[B][U]
Images & Videos :[/U][/B]
[video=youtube;aKqxonOrl4Q]http://www.youtube.com/watch?v=aKqxonOrl4Q[/video]
[video=youtube;abqAanC2NZs]http://www.youtube.com/watch?v=abqAanC2NZs[/video]
[video=youtube;huvbQuQnlq8]http://www.youtube.com/watch?v=huvbQuQnlq8[/video]
[IMG]http://1.bp.blogspot.com/--fm2qh41uvg/UlTL5UgKKyI/AAAAAAAADwo/w4c4Iy-U0SQ/s1600/b3unveiling3.png[/IMG]
[IMG]http://3.bp.blogspot.com/-UN6j2aYrUqE/UlTWyH87OnI/AAAAAAAADw4/6Dd8TwCR1c4/s1600/b3unveil2.jpg[/IMG]
[IMG]http://1.bp.blogspot.com/-g2WIW5srhbI/UlTXPLEYSeI/AAAAAAAADxI/HHeJM_liJGY/s1600/b3unveil8.jpg[/IMG]
[IMG]http://2.bp.blogspot.com/-DPlHZQpFqJU/Ukttl0VVqZI/AAAAAAAADvw/K8xuPtJhPuA/s1600/lambo1.jpg[/IMG]
[IMG]http://1.bp.blogspot.com/-E8ljlTX6RzM/Ukvj_Xj7coI/AAAAAAAADwM/K1d9kldyjGw/s1600/glossybrdftest_pt_6.jpg[/IMG]
[IMG]http://2.bp.blogspot.com/-EEfNoq_6NLA/UgnZEnKXGkI/AAAAAAAADsQ/UfGvEYREoFs/s1600/bunny4a.png[/IMG]
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[U][B]
Ask any questions about the engine here, and I will answer.[/B][/U]
[B][U]COMMONLY ASKED QUESTIONS :[/U][/B]
1) When is it gonna be released ?
I can't say anything.
2) When did it started development ?
Around mid-2008.
3) Who made it ?
Jacco Bikker, an IGAD teacher made it. But it was shortly after bought by OTOY, which is a new-zealand based company which focus on Cloud technologies, and 3d technologies.
Why is it so grainy?
[QUOTE=Drury;43333033]Why is it so grainy?[/QUOTE]
It is real-time path-tracing.
Not rasterizing like in all modern engines (Source, CryEngine 3)
So it means they are no tricks (no cubemaps, no prebaked lighting)
Everything is real-time, the grain is minimal. But with time it should be invisible to human eye.
Why make this thread?
[QUOTE=Jookia;43333042]Why make this thread?[/QUOTE]
Because I made another thread and it was broken and buggy.
[QUOTE=banshee93;43333054]Because I made another thread and it was broken and buggy.[/QUOTE]
No, I mean in general. I don't see what discussion there's to be had? I know this sounds like stupid, but it's kind of baffling me that this thread is a thing. It reminds me of Wikipedia.
[QUOTE=Jookia;43333059]No, I mean in general. I don't see what discussion there's to be had? I know this sounds like stupid, but it's kind of baffling me that this thread is a thing. It reminds me of Wikipedia.[/QUOTE]
The only discussion to take place, is about the engine and how it works.
[QUOTE=banshee93;43333068]The only discussion to take place, is about the engine and how it works.[/QUOTE]
...? It path traces? That's how it works?
[QUOTE=Jookia;43333128]...? It path traces? That's how it works?[/QUOTE]
There's lots of complex stuf underneath, but seeing as it its practically closed-source, it's kinda weird to make a thread about it.
NHTV IGAD is the best school btw. The ray tracing course is great, as is the software rasterization course.
[QUOTE=Natrox;43333585]There's lots of complex stuf underneath, but seeing as it its practically closed-source, it's kinda weird to make a thread about it.
[...][/QUOTE]
It really is pretty weird for the programming section.
I mean: It's really cool, but without any source access we can't give any more commentary than the Videos etc. section.
There aren't even any papers on it specifically as far as I could find, so there's not much to take away from this either.
(The threads have been bugged for a while and Garry doesn't seem to be going to fix it.
If you want to edit OPs keep a source copy somewhere.
The same issue happens if there's a non-ascii character in a post.)
[QUOTE=Tamschi;43334654]It really is pretty weird for the programming section.
I mean: It's really cool, but without any source access we can't give any more commentary than the Videos etc. section.
There aren't even any papers on it specifically as far as I could find, so there's not much to take away from this either.
(The threads have been bugged for a while and Garry doesn't seem to be going to fix it.
If you want to edit OPs keep a source copy somewhere.
The same issue happens if there's a non-ascii character in a post.)[/QUOTE]
I agree.
However, there is a thesis by Jacco on ray/path tracing (with source code for some specific things); [url]http://igad.nhtv.nl/~bikker/files/thesis_jbikker.pdf[/url]
What's the problem anyway? It's just a thread about something cool. Why are you people so picky?
Anyway, that looks amazing but I was wondering what kind of hardware could run this efficiently?
Yeah seriously. I remember this years ago when OTOY showed it. Still bad ass!
[QUOTE=DocMcBrown;43354596]What's the problem anyway? It's just a thread about something cool. Why are you people so picky?
Anyway, that looks amazing but I was wondering what kind of hardware could run this efficiently?[/QUOTE]
This demo runs on one GTX 780
I like the car, especially the mirrors.
[editline]5th January 2014[/editline]
Why isn't this a game yet? Does it need work?
[QUOTE=jaooe;43427618]Why isn't this a game yet? Does it need work?[/QUOTE]
Let's put that in perspective; when you see a trailer for a game or a movie, does that mean that it's finished and ready for shipping?
I'm just saying that there's probably a shitload of bugs that we don't see in these videos that needs to be fixed.
This is NEVER going in a game simply for the fact how long it takes to get a complete detailed raytrace. (It'd look poor in something fast paced like a game ) Also, this isn't really anything new.
[QUOTE=Map in a box;43429340]This is NEVER going in a game simply for the fact how long it takes to get a complete detailed raytrace. (It'd look poor in something fast paced like a game ) Also, this isn't really anything new.[/QUOTE]
In a decade or so, maybe.
In a decade or so normal rasterization based render engines will be much much faster, too.
yeah, but I'd still put money on path tracing becoming a well-used real time rendering option in game engines, even if just for those aiming for realism
I'd expect to still see rasterisation engines still in use for more stylised-visuals approaches
[QUOTE=Map in a box;43430926]In a decade or so normal rasterization based render engines will be much much faster, too.[/QUOTE]
Try getting the absolute realism in a normal rasterization based render engine. The current rendering engines all try to emulate realism with tricks to make it go faster, why emulate when you can (practicaly) simulate realism in a decade with the speed growth we a seeing right now (or couple of decades).
Not trying to offend or anything, normal engines will still have its place for specialized games going for a certain look but with things like the oculus coming up and people wanting to have more and more realism in it I can see this become pretty big when the hardware can supply the power.
and the detrimental effects of lowered performance (to a point, of course) for a path tracer are, in my opinion, better.
even though soon enough (at the current rate of performance increases) it'll be practically unnoticeable, the ghosting of un-traced pixels looks - to me - more natural in the persistence-of-vision sense of things (and this would probably couple well with isolated displays like the rift)
plus yeah, for realism (sorry for abusing the fuck out of the word; here I'm referring to [I]physical[/I] realism) iirc you practically can't beat path tracing
[QUOTE=PelPix123;43695834]The relation between path tracing speed and FLOPS for an ideal scene with ideal code is roughly linear, and this takes about 1 second to converge to a reasonable level. That means that we just have to wait until computers are about 60 times faster, which we can pretty safely say will fall on or before January 1st, 2022.[/QUOTE]
Moore's Law isn't going to keep up for that long. In another few years we're going to start hitting limits like the Heisenberg Uncertainty Principle.
And 1 second is too long for realtime, especially when the standard at the moment is 60 frames per second, 120 for VR.
I think it will happen eventually, but probably not in 2022.
We might also stumble upon new GPU technology that is more efficient on this sort of thing, right?
[QUOTE=robmaister12;43696448]Moore's Law isn't going to keep up for that long. In another few years we're going to start hitting limits like the Heisenberg Uncertainty Principle.[/QUOTE]
I'm not that pessimistic about it. We can still squeeze a couple of years out of silicon chips. And the race for alternatives is going well. And size is not all that matters.
[QUOTE=Sergesosio;43700773]I'm not that pessimistic about it. We can still squeeze a couple of years out of silicon chips. And the race for alternatives is going well. And size is not all that matters.[/QUOTE]
Yeah, I'm just pointing out that if you're using Moore's Law to estimate when computers will be fast enough to do something (which I'm assuming he used, since I did the math in my head and got roughly the same year), there's absolutely no certainty of it happening.
And in the past few years we've been making a lot of structural changes to keep making things faster, and we will definitely continue to do so for another few years. Past that, the general speed of computers is largely unknown and unpredictable. We could have a breakthrough in a year that provides a speed increase of 100x what we currently have. We could also not be able to make such a breakthrough and start leveling out for a few years before something new comes along.
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