Looks cool, but need to see some other scene. Until then...
http://www.youtube.com/watch?v=6_DrgiwLABk
http://www.youtube.com/watch?v=gZlCWLbwC-0&feature=related
Well its raytracing, realtime, and it got big environments. And lighting is very complex. Itjust shows realistic how far are we from quality realtime raytracing in games.
Vertex fragment polygon based rasterizers are so far and away the most successful parallel computing architecture ever it’s not even funny. I mean all the research projects and everything else just haven’t added up to one fraction of the value that we get out of that. And there’s a lot of work, lots of smart people, lots of effort and lots of great results coming out of it. Eventually ray tracing will win, but it’s not clear exactly when it’s gonna be."
...I do think that some form of raytracing, of forward tracing or reversed tracing rather than forward rendering will eventually win because there’s so many things that just get magically better there. There’s so much crap that we deal with in rasterisation with, okay let’s depth fade or fake our atmospheric stuff using environment maps, use shadows. And when you just say “well just trace a ray” a lot of these problems vanish. But one interesting thing that people say “look real-time raytracing on current hardware”, that’s what I did in OpenCL recently and I did some interesting work with that.
The main difference you'll see between existing advanced engines (UE4, luminous, cryengine 3, etc) and a real time ray-tracing engine, outside of much nicer reflections - is just a better sense of cohesion in the visuals... elements like bloom and shadows don't result from seperate techniques and algorithms overlaid and blended ontop of each other - they come from the same thing.
But you gotta realize that the scene is also exemplary for the strengths of ray-tracing... namely reflective surfaces.
Looks cool, but need to see some other scene. Until then...
http://www.youtube.com/watch?v=6_DrgiwLABk
http://www.youtube.com/watch?v=gZlCWLbwC-0&feature=related
the nice thing about raytracing is that it scales really well to larger scenes.
It does?? Although the ammount of rays you fire is the same for a fixed resolution, the ray traversal gets slower and slower with bigger scenes and ray depth even when using space partition tecniques to decide which triangles to check with the ray-triangle intersection test.
10 fps on two 580s? damn.Some of his later works are much better optimized:
http://www.youtube.com/watch?v=cBx8rD-dM6c
10 fps on two 580s? damn.
That's a gob stopping bit of tech-demo.
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For the most part, I'd like to see this tech been applied to 3D modelling and rendering packages. A much more WYSIWYG experience would just make the task of working in those packages that much more joyful.
The only game I see ray tracing being used in any feasible manner next gen would be GT6 but that probably will be restricted to the showroom.
The total rendering cost/time doesn't increase linearly with the number of polygons since the rasterization is only a small part of the total cost and the "only increases by the log of the total number of polygons in the scene" only applies to static polygons.True, but the cost of each ray traversal only increases by the log of the total number of polygons in the scene. With rasterization, rendering costs increases linearly with the number of polygons.
Was this ray-tracing (and real-time HDR) in the GT5rologue (garage screens)?
10 fps on two 580s? damn.
Of course not.
Was this ray-tracing (and real-time HDR) in the GT5rologue (garage screens)?
There's a tiny real time ray tracing demo downloadable here, for those interested. Third one from the top.
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Lol prior to every gen since the n64 there has been hype about how "real time ray tracing " will soon be realized.
The total rendering cost/time doesn't increase linearly with the number of polygons since the rasterization is only a small part of the total cost and the "only increases by the log of the total number of polygons in the scene" only applies to static polygons.
For animated characters you need to process every polygon either way because you don't know before hand where will it end.
Was this ray-tracing (and real-time HDR) in the GT5rologue (garage screens)?
That's a gob stopping bit of tech-demo.
But you gotta realize that the scene is also exemplary for the strengths of ray-tracing... namely reflective surfaces.
There certainly was not a single evidence in garage view for it, which is fail considering how low hanging fruit proper sharp reflection is..As far as I can tell it's just IGN bullshit which still somehow persists to this day. Is there anything there which looks different to compared to on track shots?
Man gfx are going to be infuckingsane in the near future for all of our games.
Yup because making a game with those visuals won't take long at all right ?
Those red chairs don't look natural at all FWIW, still interesting though.
As far as I can tell it's just IGN bullshit which still somehow persists to this day. Is there anything there which looks different to compared to on track shots?.
I'm a noob but i have to ask, will it be this interesting to use if it's that resource heavy, when we're achieving some good result with actual tools...