In fact, I have little doubt that without the artefacts of rendering compression, it would be near flawless. Maat 4:02 I was blown away by the first demo that had barely any noise. I would love to see how long an image takes to become noiseless in that interior if you keep the camera still.Īlso, was that camera motion blur I saw in the street scene? :-) However as a 3D rendering engine for movies, it's another matter. Perhaps cloud based, hundreds of GPUS running this could work, but that's an untested model for millions of gamers playing at once. Maybe some kind of realtime noise filtering would help Having the image refine progressively as the gamer stands still would be too distracting. Once it can produce noiseless images at 60fps indoors, then it will be adopted. That said, I do agree that this is a game engine for a few years down the line. But then I don't know if that's because of optimization or because this is simply running on tons of GPUs? It's certainly faster than previous iterations, and very promising. If you don't think this is impressive then you have no idea what's being accomplished here. I also agree that whilst some monster GPU was probably used to render these scenes, give a couple more years and thats what mid level GPUs will be able to do. I think Brigade can probably handle massive amounts of unique animated polygons, but again, showing just pathtraced particles isnt really showing off pathtracing :) Whilst I agree the noise is there, its most visible on reflective surfaces so a little less reflections would cut the noise right down!. these are all things that need to be done whether your rasterising or raytracing/pathtracing. Instancing is mainly for saving RAM and modelling Again I think you are fixating on instanced geometry being used, but, again every instance has to also be processed, animated etc. I've studied and developed my own pathtracer along with the space partitioning acceleration structures necessary to speedup ray intersection tests with the geometry, instanced geometry can provide a speed up over unique geometry, but not that much! you still have to intersect the ray with geometry, be it instanced or unique. I dont agree, they may look like their just one animation running at the beginning, but, did you notice the bit where the car is driving through them? they are being animated and/or influenced by physical interaction with the car, again I think this is just purely down to lack of time to create unique assets.
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