Brigade - Real-time path tracing engine - WIP. CHECK IT OUT! aka REAL TIME PHOTO-REALISM.
110 replies, posted
[QUOTE=ZenX2;40051417]This runs like ass on the full res version
[IMG]http://puu.sh/2oBPY[/IMG][/QUOTE]
The about time game bit runs like shit on my rig, how'd you get the engine to work? (To clarify, I mean the Brigade 2 engine demo, since the download doesn't have an executable)
I just ran it and it worked
[QUOTE=ZenX2;40051417]This runs like ass on the full res version
[img]http://puu.sh/2oBPY[/img][/QUOTE]
Why does it look like there's a ton of aliasing close to the light source but further away there's very little?
[QUOTE=Alice3173;40052548]Why does it look like there's a ton of aliasing close to the light source but further away there's very little?[/QUOTE]
The way this works, the brighter something is the more aliased it gets.
Lens flare effects (like those shown in the video) will mask over that though.
Occulus Rift with this shit.
[QUOTE=vizard38;40053118]Occulus Rift with this shit.[/QUOTE]
... so a normal pair of glasses?
[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 doubt it because I remember seeing a post about a engine demo 3 years ago and I could still see what was great about and how we have yet to get anywhere close to that level.
[QUOTE=CapsAdmin;40049875]But none of the images and videos have it. I can kinda see how it's easy to implement since you've already have light set up to go through glass, although with no decay and scattering.[/QUOTE]
Doing sub-surface scattering isn't "hard', the problem comes from defining an accurate model of the surface (Flesh doesn't have a uniform density, it varies, etc.). Something simple like glass is pretty easy to do though (Along with stuff like Jade, Marble, Wax, etc.)
The Wikipedia article on "[URL="http://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_function"]BSDF[/URL]" explains it better than I ever could though.
[QUOTE=Mkadeshkode;40053327]... so a normal pair of glasses?[/QUOTE]
Not if you get to fuck shit up as a Viking.
[QUOTE=alien_guy;40048216]Would this run faster on Nvida's quadro cards vs geforce?
[editline]26th March 2013[/editline]
The blog says GeForce beats Quadro and tesla. Hmm[/QUOTE]
Funny thing is, a GTX690 is a crippled Quadro K5000:
[url]http://hackaday.com/2013/03/18/hack-removes-firmware-crippling-from-nvidia-graphics-card/[/url]
[QUOTE=usa;40055483]Funny thing is, a GTX690 is a crippled Quadro K5000:
[url]http://hackaday.com/2013/03/18/hack-removes-firmware-crippling-from-nvidia-graphics-card/[/url][/QUOTE]
Except it's not, the GTX690 is more powerful than the Quadro - and when you have an assembly line, being able to set a board's ID just by a simple tweak of which resistors to have your assembly line place on the board makes a lot of sense.
[url]http://www.eevblog.com/forum/projects/hacking-nvidia-cards-into-their-professional-counterparts/[/url]
[quote]the parts are identical, changing the Device ID just makes the binary blob advertise the additional features to the system, and enables them. It does NOT affect the clock speeds, and will not make the card faster for general day to day work unless you are using the specialised software that takes advantage of these 'professional' features. Changing the ID does not affect the clock speeds as they are configured by the BIOS which we are not touching.
And stock, the GTX690 is clocked FASTER then the K5000 and the Tesla K10, so you are getting a faster card in comparison, not making the GTX690 faster.
I repeat, this does NOT make your GTX 6XX card faster, nor does it make it slower.[/quote]
The sad thing is NVidia's new 600 series and Titan is shit when it comes to OpenCL or GPGPU computing.
It looks like people like ray-tracing.
You should check out LuxRender and it's "brother" SmallLuxGPU.
David Bucciarelli made a game based on SLG, including bullet physics.
[video=youtube;Dh9uWYaiP3s]http://www.youtube.com/watch?v=Dh9uWYaiP3s[/video]
And he is also working on a LuxVR project, to combine a Oculus Rift + Wii-Mote and SLG.
[video=youtube;JrvyjqYX6o8]http://www.youtube.com/watch?v=JrvyjqYX6o8[/video]
There is more information about LuxRender, SLG and ray-tracing in general on the LuxRender Wiki.
[url]http://www.luxrender.net/wiki/Main_Page[/url]
[url]http://www.luxrender.net/wiki/LuxRender_Render_settings[/url]
[url]http://www.luxrender.net/wiki/SLG[/url]
And maybe take a look at some images rendered in LuxRender and SLG.
[url]http://www.luxrender.net/forum/gallery2.php[/url]
[QUOTE=vizard38;40053118]Occulus Rift with this shit.[/QUOTE]
Although it would be really cool, there are a few things you need to think about:
The speed of raytracing is very dependent on resolution.
The consumer OR will have a resolution or 960x1080. Raytracing on here would be much faster than on a 1920x1200 screen.
If you want to have it in 3D, that would double the resolution, although it's still a bit smaller than 1920x1200.
If you want the full OR head tracking, you'll need to use something other than this convergent method because the camera will be in constant motion. (Or you'll need a monstrously powerful computer)
As for the future of raytracing in general, intel and nvidia have both been researching it and may even create hardware specifically for it in the coming years. The other thing is that id Software has stated that idTech 6 will be raytracing based.
I would love to see a realistic rendering of a face, (the good ones you sometimes see out of zbrush), then look around the object with this.
Wow now I won't have to drop acid in Boystown to experience zombies and rainbow men roaming the streets.
Holy shit. I cannot wait.
Its like the Incredibles in real life with ALL of the angles with a camera.
the last scene in the room looked totally dream like. that typical distortion you, or at least I, get in dreams
[QUOTE=Mitsuma;40076126]The sad thing is NVidia's new 600 series and Titan is shit when it comes to OpenCL or GPGPU computing.
It looks like people like ray-tracing.
You should check out LuxRender and it's "brother" SmallLuxGPU.
David Bucciarelli made a game based on SLG, including bullet physics.
[video=youtube;Dh9uWYaiP3s]http://www.youtube.com/watch?v=Dh9uWYaiP3s[/video]
[/QUOTE]
personally I like this kind of use of missed/uncompleted rays as opposed to just using black or gaussian noise
from what I can tell it uses previously completed pixels to fill those that haven't been traced yet (or whatever causes the noise), giving it that ghosting effect. imo that is a lot better looking than just black noise
[QUOTE=Em See;40080817]personally I like this kind of use of missed/uncompleted rays as opposed to just using black or gaussian noise
from what I can tell it uses previously completed pixels to fill those that haven't been traced yet (or whatever causes the noise), giving it that ghosting effect. imo that is a lot better looking than just black noise[/QUOTE]
It's just frame blending, the noise is inherent on a frame by frame basis. You can either filter it and get spatial blur, frame blend and get temporal blur, or do nothing and accept the noise. I'm personally fine with the noise, although it is a bit jarring when you let the camera stay still and converge and touch the mouse and suddenly the whole scene is back to a single frametime's worth of rendering. Ideally games using this would let you choose what they do.
[QUOTE=mblunk;40080868]It's just frame blending, the noise is inherent on a frame by frame basis. You can either filter it and get spatial blur, frame blend and get temporal blur, or do nothing and accept the noise. I'm personally fine with the noise, although it is a bit jarring when you let the camera stay still and converge and touch the mouse and suddenly the whole scene is back to a single frametime's worth of rendering. Ideally games using this would let you choose what they do.[/QUOTE]
yeah then temporal blur is what I'd rather see
as the time it takes to put together a reasonable frame goes down, the ghosting I assume would become much less perceptible and hell, even add a neat sense of persistence of vision
Sorry, you need to Log In to post a reply to this thread.