Remove the thread it has been moved ==>
[url]http://facepunch.com/showthread.php?t=1318799&p=42650286#post42650286[/url]
"Brigade uses path tracing, which is an extension to the ray tracing algorithm capable of producing photorealistic images. It traces many rays (samples) per pixel in random directions, and then takes the average value to calculate the final color of each pixel.
Whenever a ray hits a surface, a new ray is traced from that hitpoint in a random direction until the max path depth is reached or until a Russian roulette-like mechanism kills the ray.
This way, path tracing is able to produce effects like diffuse color bleeding, glossy (blurry) reflections, true ambient occlusion, soft shadows, caustics, true depth of field, etc.
It can simulate every known material including participating media like fog, god rays and clouds and materials with sub-surface scattering for example.
Everything is physical & calculated right. No hacks whatsoever are used to create effects; I think that most of you are aware for example of Depth Of Field in random games that are just depth hacks; that’s why we have so many difficulties to apply it right or the edges are somewhat messy, doesn’t blur the alpha materials, etc…
Well, with Brigade. The artist or game designer can imagine whatever he wants without restrictions in terms of rendering, no need for hacks/ pre-bake maps (Mirror’s edge used pre-baked lighting to look so good).
Brigade brings CGI rendering to video games, and that’s why I’m very enthusiast about it. Because it runs amazingly well & it’s still in early stages."
- Brigade Developper
February 2012 (He talks about the Brigade Engine 2 which is way older but still looks very neat but is kinda the same)
Imagine this being a game... How long did it take to make this?
[QUOTE=Davidn64;42622156]Imagine this being a game... How long did it take to make this?[/QUOTE]
The engine developement started arround in 2007 I think, and they are already games on it (Very old versions of the engine)
[video=youtube;6_DrgiwLABk]http://www.youtube.com/watch?v=6_DrgiwLABk[/video]
i dont understand. did you work on this? if so it should go in programming
I can totally see realtime path tracing engines becoming the norm for video games within a decade, assuming graphics computing power keeps getting pushed like it is
say, I'm not too knowledgeable on path tracing itself, but with places where rays have not yet collided (the black 'noise' I'd suppose), could this be somewhat alleviated visually by instead letting the previous frame show through? like, some kind of tradeoff between black 'noise' and ghosting, or is this just simply not viable along the pipeline?
[QUOTE=Em See;42640424]I can totally see realtime path tracing engines becoming the norm for video games within a decade, assuming graphics computing power keeps getting pushed like it is
say, I'm not too knowledgeable on path tracing itself, but with places where rays have not yet collided (the black 'noise' I'd suppose), could this be somewhat alleviated visually by instead letting the previous frame show through? like, some kind of tradeoff between black 'noise' and ghosting, or is this just simply not viable along the pipeline?[/QUOTE]
Yes it's because the latest frame is disappearing in this frame, it's complicated to explain but it's basically that but it should be fixed soon.
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