Brigade - Real-time path tracing engine - WIP. CHECK IT OUT! aka REAL TIME PHOTO-REALISM.
110 replies, posted
I think I saw something like this on SIGGRAPH 2012, but that involved Monte Carlo methods to significantly reduce complexity, dunno if it's the same technique but it certainly provided the same results in real time.
We're gonna see stuff like this in games soon enough, I'm sure, the noise is reduced by simply tracing more (Which consequently slows down framerate, but with sufficiently powerful hardware it's perfectly possible), this is future technology that merely needs an implementation.
They have a download page for the demo, btw [url]http://igad.nhtv.nl/~bikker/[/url]
[QUOTE=GameDev;40026156]I was legitimately convinced that was a photo in the beginning.[/QUOTE]
I thought it was his desktop wallpaper and was going to bring something up
Hopefully, as the development of this engine progresses, that grainy dithering effect is toned down to a near unnoticeable level. This looks incredibly promising.
Just imagine an arma game looking like this...
The future of real-time graphics. Starting to reach uncanny valley levels but I guess I will get used to it once shit like this becomes standard. I am getting the chills though from those screen shots, the same chills I got when I first saw Doom 3 screenshots for the first time, or when I saw the Cry Engine 2 techdemos.
Jesus. I'm actually lost for words.
Wasn't a much earlier version of this posted a long long time ago?
I'm almost positive we've seen this before (not this exact video, but a much earlier build)
Holy shit, I still can't believe that this:
[IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/185139_474550679246084_1804599178_n.jpg[/IMG]
[IMG]https://sphotos-b.xx.fbcdn.net/hphotos-ash4/616235_522887491079069_783129693_o.jpg[/IMG]
[IMG]https://sphotos-a.xx.fbcdn.net/hphotos-prn1/621434_471466949554457_1862879349_o.jpg[/IMG]
is from a fucking [B][I][U]ENGINE[/U][/I][/B]
[QUOTE=Big Bang;40028666]I think I saw something like this on SIGGRAPH 2012, but that involved Monte Carlo methods to significantly reduce complexity, dunno if it's the same technique but it certainly provided the same results in real time.
We're gonna see stuff like this in games soon enough, I'm sure, the noise is reduced by simply tracing more (Which consequently slows down framerate, but with sufficiently powerful hardware it's perfectly possible), this is future technology that merely needs an implementation.
They have a download page for the demo, btw [url]http://igad.nhtv.nl/~bikker/[/url][/QUOTE]
None of the demos of Brigade 2 work for my dual GTX 670s, "fails to load cuda module" on all of them. Fucking sucks. And the file is missing on the top download, last updated last year.
I actually cried a little at how amazing it looks.
That or the grain, but still, god damn.
If you put this in an Oculus Rift-type device you wouldn't have to go outside anymore :v:
[QUOTE=Viper104;40030913]Holy shit, I still can't believe that this:
[IMG]https://sphotos-b.xx.fbcdn.net/hphotos-ash4/616235_522887491079069_783129693_o.jpg[/IMG]
is from a fucking [B][I][U]ENGINE[/U][/I][/B][/QUOTE]
Oh fuck, I've actually visited this atrium a while ago. It's Dubrovnik's Sponza Palace, and the similarities are incredible, with the only difference being that the render looks [I]miles[/I] younger and better than the real place.
This does look very nice. Given time for GPUs to advance, we can have the quality of those screenshots in every single frame in 60 FPS. You can tell from the artifacting and grain when moving about that the GPU's a bit behind.
Hey, progress goes in steps, not leaps.
Last GPU accelerated demo of path tracing I saw took 4-5 seconds to converge on a single frame, I have a toy OpenCL one that takes around a minute to converge on my GTX 570. So it's pretty cool to see one this fast (I wonder what tricks they're using to make it so fast)
For those not aware, path tracing is basically brute forced rendering, it just "shoots rays" into a scene and lets them bounce around randomly, gives you things like reflections/refractions/caustics/global illumination for free, with the downside of being very slow (That's what the grain is, rays that hit nothing and contribute nothing)
For anyone wondering why there's a lot more noise indoors, it's because light needs to bounce a lot more in a box compared to open areas. That and there's a lot more glass in the scene. Most renderers I've used take longer indoors since spaces are smaller and more confined, requiring more ray bouncing to get the result. It's good to see rayracing in realtime rendering will be used within my lifetime. Because when we can raytrace in realtime is when we will have another leap in game visuals. But I hope they also improve physics and animation features to accommodate this progress.
a lot of people seem to be confusing this with using ray tracing. Path tracing is an entirely different thing.
related
[url]http://madebyevan.com/webgl-path-tracing/[/url]
[QUOTE=CapsAdmin;40032648]related
[url]http://madebyevan.com/webgl-path-tracing/[/url][/QUOTE]
I loaded this on my i3 integrated graphics laptop at work. Nearly froze Chrome and the fan kicked on.
You can find the SDK and other demos here:
[url]http://igad.nhtv.nl/~bikker/downloads.htm[/url]
(the first broken link is supposed to be [url]http://igad.nhtv.nl/~bikker/files/abouttime.zip[/url] )
The demos and the SDK is probably an older version from what you see in the OP.
I can't get it working though. I think CUDA is only supported (I have a GTX680, so maybe it's too new?) but the debug console says it failed to load CUDA.
It's funny how in what, 5 years we'll probably dig this up and wonder what we found so amazing.
I thought it was thousands of pictures made into a 3d model of a street plaza with people models put in. A lot of the shots look like pictures it's crazy.
[QUOTE=proch;40033092]It's funny how in what, 5 years we'll probably dig this up and wonder what we found so amazing.[/QUOTE]
i'd give it a bit longer than that given the console life cycle
[QUOTE=CapsAdmin;40033032]You can find the SDK and other demos here:
[url]http://igad.nhtv.nl/~bikker/downloads.htm[/url]
(the first broken link is supposed to be [url]http://igad.nhtv.nl/~bikker/files/abouttime.zip[/url] )
The demos and the SDK is probably an older version from what you see in the OP.
I can't get it working though. I think CUDA is only supported (I have a GTX680, so maybe it's too new?) but the debug console says it failed to load CUDA.[/QUOTE]
I got a 680 too and the same thing happens
gta 6
Well with the pace of how new motherboard and processor models with new technologies are coming, I guess we'll have games that looks like this in 10 years. Hopefully by then we have recovered from the videogame industry crash.
[QUOTE=smeismastger;40033417]Well with the pace of how new motherboard and processor models with new technologies are coming, I guess we'll have games that looks like this in 10 years. Hopefully by then we have recovered from the videogame industry crash.[/QUOTE]
I wouldn't say its crashing, I'd say its listing to the left because there are a couple of fatasses on the lefthand side of the plane that have yet to be sucked out the disposal chute.
Bunch of smaller people are jabbing with sticks and stuff but it just keeps shitting everywhere and people are still eating it up.
[QUOTE=S31-Syntax;40033728]I wouldn't say its crashing, I'd say its listing to the left because there are a couple of fatasses on the lefthand side of the plane that have yet to be sucked out the disposal chute.
Bunch of smaller people are jabbing with sticks and stuff but it just keeps shitting everywhere and people are still eating it up.[/QUOTE]
No, it's going to crash. The industry is doing exactly the same as it did decades ago, gaming became popular, companies took notice and are trying to cash in as fast as they can. The quality of games are rapidly decreasing and eventually the players get enough of it leaving only the most fanatical of the fans. Companies take a huge hit and many will go bankrupt.
In the last 3 years I have seen a lot of horrible, horrible games being released that were more buggy than a year old hamburger left into the basement. Even in steam (which luckily were removed soon enough)
[QUOTE=smeismastger;40033852]No, it's going to crash. The industry is doing exactly the same as it did decades ago, gaming became popular, companies took notice and are trying to cash in as fast as they can. The quality of games are rapidly decreasing and eventually the players get enough of it leaving only the most fanatical of the fans. Companies take a huge hit and many will go bankrupt.
In the last 3 years I have seen a lot of horrible, horrible games being released that were more buggy than a year old hamburger left into the basement. Even in steam (which luckily were removed soon enough)[/QUOTE]
You speak of it as if the only people releasing games are the aforementioned fatasses on the lefthand side, there are tons of games still being made and released and a lot of them are fantastic titles. More and more people and developers are getting tired of the publisher dance and are seeking funding elsewhere. Had Kickstarter and the crowdfunding craze never gotten off the ground, the market would have failed already becuase prior to them, if you wanted to make a game you either did it for free or you got in bed with a publisher like EA or Activision.
Planetary Annihilation and Star Citizen. Those two games right there are going to be a serious kick in the nads for EA and Activision.
Do you still need anti-aliasing with this sort of rendering?
[QUOTE=BrickInHead;40033243]i'd give it a bit longer than that given the console life cycle[/QUOTE]
T'was a rough guess.
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