Earlier quoted context omitted.
I don't think there's anything naive about this take.. Why wouldn't a company like Epic, who is the dominant market player by far, put some funding into smaller open source research projects like this? Godot is no threat to them, and quite the contrary brings positive contributions to the whole industry. Not only is it good PR, but as they say a rising tide lifts all boats.
Not sure what market you mean, Unity has a larger marketshare. Can't find a good source for numbers but a lot of places are quoting that Unity has 48% of the total market and Unreal has 13%. Also not sure how this is being measured, but in my experience Unity is more popular.
Godot 4.0 gets SDF based real-time global illumination
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Re: Godot 4.0 gets SDF based real-time global illumination
#22Earlier quoted context omitted.
I don't think there's anything naive about this take.. Why wouldn't a company like Epic, who is the dominant market player by far, put some funding into smaller open source research projects like this? Godot is no threat to them, and quite the contrary brings positive contributions to the whole industry. Not only is it good PR, but as they say a rising tide lifts all boats.
Not sure what market you mean, Unity has a larger marketshare. Can't find a good source for numbers but a lot of places are quoting that Unity has 48% of the total market and Unreal has 13%. Also not sure how this is being measured, but in my experience Unity is more popular.
Re: Godot 4.0 gets SDF based real-time global illumination
#23This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
Re: Godot 4.0 gets SDF based real-time global illumination
#24This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
Re: Godot 4.0 gets SDF based real-time global illumination
#25> Tim Sweeney and Epic Games for their confidence in helping us finance our research via Epic Megagrant. That’s interesting. Since this is all open source I guess Epic could potentially benefit from this... It’s nice to see they funded another engine.
The grant is more about avoiding monopoly claims, getting good PR and attacking Unity.
Re: Godot 4.0 gets SDF based real-time global illumination
#26This looks really cool and impressive of course, but I still feel the easiest way for most indies (which Godot is aimed at) to stand out is to get away from photo-realism.
Even the Final Fantasy 7 Remake arguably doesn't have a photorealistic style. Everything is very exaggerated and it has a distinctive art style despite using very physical rendering
Re: Godot 4.0 gets SDF based real-time global illumination
#27This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
They explicitly say in the article that it does not involve ray racing, of which ray marching is a subset.
Re: Godot 4.0 gets SDF based real-time global illumination
#28This looks really cool and impressive of course, but I still feel the easiest way for most indies (which Godot is aimed at) to stand out is to get away from photo-realism.
Look at the quake RTX demo, there's something different about it compared to even a modern game with the approximated lighting.
Re: Godot 4.0 gets SDF based real-time global illumination
#29This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
From this, a regular grid of probes are placed and integrated using the data from the SDF, using ray-marching. Material shading reads from the probes.
Re: Godot 4.0 gets SDF based real-time global illumination
#30This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
They explicitly say in the article that it does not involve ray racing, of which ray marching is a subset.