I don't know how efficient something like that would be though; somebody mentioned cache issues with lumping heterogenous properties together, but maybe this could be optimized behind the scenes.
Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
71–80 of 92 posts
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#72The bit where he made a change to the source code, let it recompile on it's own, got a little alert in the editor when it finished and then had the change apply all without restarting the engine...WOW!
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#73Incredibly stunning tech. Now, I'm gonna go fantasize about an open-source version of this with updates every month (instead of every 3 years) -- as a compromise, I could do without the whole hot-reloading IntelliEditor shebang and consoles support -- a concentration on PC hardware that "will be commodity in 2 years, on mobile in 4 years, but can already be bought as state of the art now" (aka Kepler GPUs) would be e…
Also I'm wondering about the lighting. Some folks on Twitter called it dynamic Global Illumination but here they just call it indirect lighting. I wonder -- are they still using an ambient light? More specifically, what's their GI algorithm? Might be something like the voxel approach sported by @icare3D but then it seems that one's just barely interactive, not as "real-time" as this stuff -- or well it might be on a…
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#74Incredibly stunning tech. Now, I'm gonna go fantasize about an open-source version of this with updates every month (instead of every 3 years) -- as a compromise, I could do without the whole hot-reloading IntelliEditor shebang and consoles support -- a concentration on PC hardware that "will be commodity in 2 years, on mobile in 4 years, but can already be bought as state of the art now" (aka Kepler GPUs) would be e…
Also I'm wondering about the lighting. Some folks on Twitter called it dynamic Global Illumination but here they just call it indirect lighting. I wonder -- are they still using an ambient light? More specifically, what's their GI algorithm? Might be something like the voxel approach sported by @icare3D but then it seems that one's just barely interactive, not as "real-time" as this stuff -- or well it might be on a…
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#75Earlier quoted context omitted.
Also I'm wondering about the lighting. Some folks on Twitter called it dynamic Global Illumination but here they just call it indirect lighting. I wonder -- are they still using an ambient light? More specifically, what's their GI algorithm? Might be something like the voxel approach sported by @icare3D but then it seems that one's just barely interactive, not as "real-time" as this stuff -- or well it might be on a…
Voxels would be too heavy. I have worked with volume rendering before and it's way too expensive to do it at this scale (although their scene with the light passing through the volumetric smoke column kind-of defied this). Some real-time version of PRT? "RTRT"?
(Of course the (fairly lo-res compared to your screen) voxelized geometry representation is not rendered directly to screen ala Atomontage or Gigavoxels -- the the GI is based on RT scene voxelization and approximate cone-tracing.)
Well that's awesome because at least there's (A) a paper for this (grokking it is another matter) and (B) seems like it runs really smoothly on next-gen GPUs!
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#76Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#77Earlier quoted context omitted.
Voxels would be too heavy. I have worked with volume rendering before and it's way too expensive to do it at this scale (although their scene with the light passing through the volumetric smoke column kind-of defied this). Some real-time version of PRT? "RTRT"?
Turns out it IS voxels! https://twitter.com/Icare3D/status/211404654062481408 (Of course the (fairly lo-res compared to your screen) voxelized geometry representation is not rendered directly to screen ala Atomontage or Gigavoxels -- the the GI is based on RT scene voxelization and approximate cone-tracing.) Well that's awesome because at least there's (A) a paper for this (grokking it is another matter) and (B) seem…
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#78Earlier quoted context omitted.
Turns out it IS voxels! https://twitter.com/Icare3D/status/211404654062481408 (Of course the (fairly lo-res compared to your screen) voxelized geometry representation is not rendered directly to screen ala Atomontage or Gigavoxels -- the the GI is based on RT scene voxelization and approximate cone-tracing.) Well that's awesome because at least there's (A) a paper for this (grokking it is another matter) and (B) seem…
lo-res being the key :) I can see how the voxel representation would be computed and made resident in GPU memory. What's amazing to me, that such a highly branched computation algorithm is now possible in real-time on a GPU! (we had branching available since SM 3.0 - but was "not recommended")
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#79"This looks very well done, it's probably bad" is a strange heuristic to have.
Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting
#80I remember 23 years ago, trying to do 'ray tracing' on my Amiga would take... hours for one frame. It looked pretty good, but... wow. This is jaw-droppingly cool.