• Brigade - Real-time path tracing engine - WIP. CHECK IT OUT! aka REAL TIME PHOTO-REALISM.
    110 replies, posted
[video=youtube;pXZ33YoKu9w]http://www.youtube.com/watch?v=pXZ33YoKu9w[/video] Looks amazing.
I was legitimately convinced that was a photo in the beginning.
That is one gorgeous engine. What's with the noise in the inside section? They just not implemented averaging algorithms?
holy ucking shit my body wasnt ready for this
[QUOTE=Occlusion;40026162]That is one gorgeous engine. What's with the noise in the inside section? They just not implemented averaging algorithms?[/QUOTE] That was missing / miscalculated rays I assume. It was a complex scene and it is in beta so it likely didn't have enough rays / depth for the ray to compute the entire scene in real-time. Amazing non-the-less. I wonder if with the advent of such massive compute beasts that GPUs have now we'll see use of ray tracing in games. [editline]24th March 2013[/editline] I say ray-tracing as an overall thing, rather than any specific extension of it.
[QUOTE=Occlusion;40026162]That is one gorgeous engine. What's with the noise in the inside section? They just not implemented averaging algorithms?[/QUOTE] Pretty sure that's just how the rendering works. If they keep the camera still for a second it gives it a chance to do the rendering properly and the noise goes away.
I don't fully understand - is it an engine with hard core real-time raytracing? 'Path tracing' made me think of some sort of AI capability. I quite like the noise, to be honest. Gives it a nice organic feel and creates some texture even on those clean untextured faces [editline]25th March 2013[/editline] [QUOTE=selby3962;40026375]Pretty sure that's just how the rendering works. If they keep the camera still for a second it gives it a chance to do the rendering properly and the noise goes away.[/QUOTE] It's a real time engine though, obviously with the purpose of running games. If you want an ultimately noise-free result then you want the rendering system to give noise free results instantly - if you have to look at something for a few seconds and wait until the software gradually re-computes the lighting again and again until it's noise free then it's going to look very inconsistent; similar to how awful it looks when an older or badly made game will load a low-res texture first and then gradually increases the quality in a noticeable fashion even as you look at it. [editline]25th March 2013[/editline] [QUOTE=bord2tears;40026313]That was missing / miscalculated rays I assume. It was a complex scene and it is in beta so it likely didn't have enough rays / depth for the ray to compute the entire scene in real-time. Amazing non-the-less. I wonder if with the advent of such massive compute beasts that GPUs have now we'll see use of ray tracing in games. [editline]24th March 2013[/editline] I say ray-tracing as an overall thing, rather than any specific extension of it.[/QUOTE] We already have ray tracing in games though; dynamic shadows, reflective/refractive surfaces and shaders, etc Real-time bounced light is the only thing I haven't seen in a game yet
[QUOTE=Maloof?;40026392]I don't fully understand - is it an engine with hard core real-time raytracing? 'Path tracing' made me think of some sort of AI capability. I quite like the noise, to be honest. Gives it a nice organic feel and creates some texture even on those clean untextured faces [editline]25th March 2013[/editline] It's a real time engine though, obviously with the purpose of running games. If you want an ultimately noise-free result then you want the rendering system to give noise free results instantly - if you have to look at something for a few seconds and wait until the software gradually re-computes the lighting again and again until it's noise free then it's going to look very inconsistent; similar to how awful it looks when an older or badly made game will load a low-res texture first and then gradually increases the quality in a noticeable fashion even as you look at it.[/QUOTE] Judging from the video they have an aggregate scene calculated by several path tracing (a shotgun/random-type of ray tracing) iterations. Path-tracing != path-finding. The scene fills in more while stationary and moving causes a few issues where the aggregate lags behind - missing / terminated rays cause missing (black/random pixels) pieces.
i almost shit out of my dick i was not expecting this
[QUOTE=GameDev;40026156]I was legitimately convinced that was a photo in the beginning.[/QUOTE] That noise lighting gives it a really ISO like grain, which is pretty cool cause it does make shit look like a legit photo. The exposure correction is a bit over the place though.
I can't wait until we get this kinda technology in commercial games.
The guy behind this engine also made this mod for gtaiv here: [url]http://www.gta4-mods.com/misc/icenhancer-13---enb-graphic-mod-f10005[/url] It adds some pretty amazing features to the gtaiv engine. [img_thumb]http://www.gtagaming.com/images/mods/1313683772_GTAIV2011081511595327.jpg[/img_thumb] [img_thumb]http://www.gtagaming.com/images/mods/1313683772_GTAIV2011081609553806.jpg[/img_thumb]
[QUOTE=Maloof?;40026392]I don't fully understand - is it an engine with hard core real-time raytracing? 'Path tracing' made me think of some sort of AI capability. I quite like the noise, to be honest. Gives it a nice organic feel and creates some texture even on those clean untextured faces [/QUOTE]Path-tracing is a form of ray tracing... has nothing to do with AI just because it has "path" in the na,e [QUOTE=Maloof?;40026392] It's a real time engine though, obviously with the purpose of running games. If you want an ultimately noise-free result then you want the rendering system to give noise free results instantly - if you have to look at something for a few seconds and wait until the software gradually re-computes the lighting again and again until it's noise free then it's going to look very inconsistent; similar to how awful it looks when an older or badly made game will load a low-res texture first and then gradually increases the quality in a noticeable fashion even as you look at it. [/QUOTE]No the purpose of this is not obvious at all. Just because something is close to realtime doesn't mean it's meant for games. [QUOTE=Maloof?;40026392] We already have ray tracing in games though; dynamic shadows, reflective/refractive surfaces and shaders, etc Real-time bounced light is the only thing I haven't seen in a game yet[/QUOTE] Since when are dynamic shadows or reflections ray traced in games? Refractions and reflections are like the heaviest things to raytrace besides light. Dynamic shadows use depth buffers or similar. Reflections usually just use a camera to render the reflection and then apply to surface, refractions are based on normal maps or shaders that have a separate map for that. The closest to realtime raytracing in games is in physics where rays are cast for various things. But that's unrelated to rendering.
The Guy who made this generally is like the genius of GPU's.
I don't know what this is but it's cool. I guess.
dont even need porn anymore
[QUOTE=itisjuly;40026684]Path-tracing is a form of ray tracing... has nothing to do with AI just because it has "path" in the na,e[/QUOTE] I think I stated that I was aware it wasn't anything to do with AI [QUOTE=itisjuly;40026684] No the purpose of this is not obvious at all. Just because something is close to realtime doesn't mean it's meant for games. [/QUOTE] It might not be obvious from the video itself but the it's quite obvious from the website for the engine [url]http://icelaglace.wordpress.com/2012/09/22/what-is-brigade-engine/[/url] [QUOTE]Brigade is in real-time, it’s an engine for video games. [/QUOTE] [QUOTE=itisjuly;40026684] Since when are dynamic shadows or reflections ray traced in games? Refractions and reflections are like the heaviest things to raytrace besides light. Dynamic shadows use depth buffers or similar. Reflections usually just use a camera to render the reflection and then apply to surface, refractions are based on normal maps or shaders that have a separate map for that. The closest to realtime raytracing in games is in physics where rays are cast for various things. But that's unrelated to rendering.[/QUOTE] My bad, I thought that they used ray tracing for those effects. It does make sense now though; I've done a fair bit of modelling and rendering and to be honest I was a bit confused as to how game developers could get nice reflections in real-time when a decent render could take upwards of a second.
imagine playing GTA on the real streets of NYC, or Moscow, or.. Anywhere. Holy shit.
[QUOTE=SatansSin;40026885]imagine playing GTA on the real streets of NYC, or Moscow, or.. Anywhere. Holy shit.[/QUOTE] I tried but the police had a go at me so
I had to stop the video because my CPU started to cry.
finally i can live out my dreams of a game where i can watch thousands of rainbow people in morphsuits parade in the streets
[QUOTE=Maloof?;40026898]I tried but the police had a go at me so[/QUOTE] well that's not nice of them
Despite the possibilities for photorealism I can't help but imagine how great a Wind Waker/Borderlands style game would look with this.
Is there any information about what GPU this was running on? [editline]25th March 2013[/editline] [QUOTE=Maloof?;40026793]I've done a fair bit of modelling and rendering and to be honest I was a bit confused as to how game developers could get nice reflections in real-time when a decent render could take upwards of a second.[/QUOTE] My renders tend to take up to around a day :v:
[QUOTE=paul simon;40028161]Is there any information about what GPU this was running on? [editline]25th March 2013[/editline] My renders tend to take up to around a day :v:[/QUOTE] I think its a 4x titan/690 rig. Not entirely sure but thats what i could gather.
[QUOTE=Mike Tyson;40028304]I think its a 4x titan/690 rig. Not entirely sure but thats what i could gather.[/QUOTE] That is correct, some guy asked what GPU they ran on and the framerate. Answer: "Couple of Titans, 40 fps at 720p, 25fps at 1080p" [editline]25th March 2013[/editline] He also said "Brigade runs fantastic on AMD cards. The 7970 actually has long been the fastest GPU for Brigade for a long time (30% faster than the gtx 680), until the GTX Titan appeared. The Titan is twice as fast as the gtx 680, it's a monster GPU for path tracing."
This is probably the first time in years that technology has truly blown me the fuck away: [url]https://www.facebook.com/media/set/?set=a.471466862887799.111426.198351220199366&type=3[/url]
I mean, for a small team, this is amazing. Nvidia has their own raytracing demos but they simply don't look that great. A technical demo, but it doesn't make people excited very much for the technology. I think the fact that a small team did this is just as impressive.
"Raytracing is the technology of the future. And always will be."
The noise in the rendering reminded me of a dream...
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