Brigade 3 real-time path tracing

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Sam Lapere

Sam Lapere

10 жыл бұрын

More info + screenshots at raytracey.blogspot.co.nz/2013/... Real-time path tracing with Brigade 3, rendered at 1280x720 and using an XBox controller for navigation. All effects like 3d depth of field, field of view, reflections and shadows can be altered in realtime.

Пікірлер: 245
@erionjaho
@erionjaho 10 жыл бұрын
yes this is the future of graphics :D
@TomekSamcik69
@TomekSamcik69 10 жыл бұрын
Absolutely
@Anniemax1
@Anniemax1 8 жыл бұрын
+Tomek Samcik When it comes to lighting yes but how about materials and geometry, rendering complex things like trees and rocks !!
@TomekSamcik69
@TomekSamcik69 8 жыл бұрын
Rubert max What about trees and rocks ? There's plenty of complex structures in this video.
@TomekSamcik69
@TomekSamcik69 8 жыл бұрын
Ultimately lighting is all that matters
@Anniemax1
@Anniemax1 8 жыл бұрын
Tomek Samcik Not really, if textures don't look realistic then we have a problem. If there anyway this engine and euclideon's technology could be blended together that would be insane
@frankszendzielarz6350
@frankszendzielarz6350 10 жыл бұрын
Disturbingly realistic. The noise artefacts are appealing too. If pixellation was a problem for early video games, this noise effect is the same for the next gen. Impressive stuff.
@AvihayBar
@AvihayBar 5 жыл бұрын
Man, you were so ahead of the game back then.
@SuperGastrocnemius
@SuperGastrocnemius 5 жыл бұрын
Thanks!
@alexanderdouble
@alexanderdouble 4 жыл бұрын
this so nice to see this technology being worked on in 2013, mind-blowing! very great job!
@AidanofVT
@AidanofVT 9 жыл бұрын
I would gladly play my games through a 70-s era camera if they looked like this.
@Stonehawk
@Stonehawk 10 жыл бұрын
It's really frustrating though, how I KNOW the image will clarify if you just hold still as it continues to cast rays and refine the details as time goes on, but your demo isn't about how GOOD a picture is; it's about how bad it must be, so every time you pause for a split second and accidentally let it render, I want to stop the video and get a good luck, BUT YOU KEEP MOVING AGAIN! Aghhhhh... SO IRRITATING
@maksuree
@maksuree 10 жыл бұрын
personally, i think the grain gives it a handycam look and covers up some laxk of detail. kinda like how black and white mode in LA noire is intentionally blotchy and tinny, you can't see where edges look too sharp compared to IRL and it makes it look more realistic. imagine this look in an open world horror game wwith no weapons, it genuinely looks like real life through the eyes of a shitty camera
@nutzeeer
@nutzeeer 4 жыл бұрын
check out the blog post for still screenshots
@autbo
@autbo 8 жыл бұрын
I wasn't expecting a dancing transformer. lol
@CaioAuditorGamer
@CaioAuditorGamer 10 жыл бұрын
Man now i can't stop thinking... Virtual Reality + These Graphics = Matrix '-'
@indipendentdream
@indipendentdream 10 жыл бұрын
a few more years along Moore's law curve and this will be completely smooth. Then the fun begins.
@Knightimex
@Knightimex 9 жыл бұрын
Or the industry crashes due to games being too expensive to make. Good graphics Games pick one.
@lennysmileyface
@lennysmileyface 9 жыл бұрын
Knightime X lol you can have both.
@TestSubject1342
@TestSubject1342 10 жыл бұрын
I keep looking at it, thinking to myself, "Man, that's pretty fuzzy. And on worse hardware it'll be even fuzzier..." But then I realize that even with the fuzziness, it looks thirty-million-billion times (that's a real number, and totally not an over-exaggeration) better than anything we have in games now, anyway. And besides, the fuzziness could be a cool effect in horror games.
@destrierofdark
@destrierofdark 10 жыл бұрын
Except the fuzziness seems to stem from a bug in rendering, which should be fixed soon enough.
@TestSubject1342
@TestSubject1342 10 жыл бұрын
destrierofdark I thought the fuzziness came from the way that path-tracing works; rays are sent out and where ever that ray hits is rendered as a pixel. Somewhere in this process inaccuracies (the fuzz) are produced and the only way to fix it would also make the process a lot more intense, making it run at a non-playable frame rate, even on the best hardware there is. Well, unless path-tracing and ray-tracing work differently in that way.
@TestSubject1342
@TestSubject1342 10 жыл бұрын
azzbla Yeah, that's how it works. Though, rays are sent from the viewpoint, not the light source. They take the same path as the light, but in reverse. If that's how it works, on bad hardware, would it lower the framerate, or just get more fuzzy? Because I'd go for fuzziness over low framerates, definitely.
@turgore
@turgore 10 жыл бұрын
You know why it has noise (thats what it is called) ? It is similar to photography. When I take pictures in low light, they are often fuzzy. Offcourse the way to alter this is to get more light or in the case of this software calculate even more paths of light (which will require an even stronger computer).
@TestSubject1342
@TestSubject1342 10 жыл бұрын
Yes, I know. Still, the question is, on bad hardware, do you get low fps, or just a lot more fuzz?
@CyberAcidPlanet
@CyberAcidPlanet 10 жыл бұрын
Fisheye emulation is fantastic!
@dotundefined
@dotundefined 10 жыл бұрын
Holy Shit sam this is amazing. Hayssam and the whole team seems to be really working hard on this.
@chronokoks
@chronokoks 7 жыл бұрын
Waiting patiently for your new renderer, Sam!
@chronokoks
@chronokoks 6 жыл бұрын
Still waiting patiently, Sam!
@descai10
@descai10 5 жыл бұрын
He sold brigade engine to OTOY, who isn't using it for games. It's integrated into octane 4, which is used for renders, not games. It's unfortunate. Or do you know something i don't and he is actually working on something new?
@AirSKiller911
@AirSKiller911 10 жыл бұрын
The problem is that going from this amount of grain to a more or less bearable amount needs 5-20x the processing power... For example: going from 100 samples to 1000 gives you twice the ''eye candy'' but needs 10x more power. But still, I can't wait for games to start using this technique, it doesn't even compare to the pre-baked stuff we have today.
@lurk7757
@lurk7757 6 жыл бұрын
AirSKiller Killer lol only took 4 years to get some parts of Ray tracing in games
@TheTiivik
@TheTiivik 10 жыл бұрын
Looks ridiculously good.
@darviniusb
@darviniusb 10 жыл бұрын
Oculus Rift with retina display plus Brigade 5= THE MATRIX ... O.O
@TehBestOtaku
@TehBestOtaku 10 жыл бұрын
Just FYI, a "Retina display" means nothing. There is no real qualifier to what makes something labeled retina, it is just a term used by Apple to make their high resolution displays seem cooler. Something like a 1600p screen would be perfect for the oculus.
@darviniusb
@darviniusb 10 жыл бұрын
Reginald P. Tallywinker Irelevant comment. Was giving retina as example because Apples tech is the closest to human accuracy and high resolution display these days means nothing(is just marketing, could be a 8k tv also) retina wiki: about 300 PPI for a device held 10 to 12 inches from the eye. So is irelevant how you callit, a retina like display would be a good start for real life MATRIX :D
@pablovidaure
@pablovidaure 10 жыл бұрын
Darvinius Berar ok 4k per eye and we all we'll be happy enough
@FrostbitexP
@FrostbitexP 10 жыл бұрын
I think you mean VIRTUAL retina displays. That will be the holy grail of VR. Images beamed right into your eye...mmmm
@MrFelixdodd
@MrFelixdodd 10 жыл бұрын
Nice progress with this well done!
@Sweenus987
@Sweenus987 10 жыл бұрын
Looks absolutely amazing, a few more generations (probably 2/3) and hopefully it will be nice and smooth at 30fps.
@contactron
@contactron 10 жыл бұрын
God. This engine legitimately blows my mind every time I see it. They can now say "Photorealistic rendering" and literally mean it. This is amazing. And real time! HOLY SHIT!
@Ultimatemau
@Ultimatemau 10 жыл бұрын
Awesome like always! Maybe a dropbox link to the raw video file is the ultimate solution to prevent over compression?
@RC-1290
@RC-1290 10 жыл бұрын
A real-time pathtraced transformer doing the twist. I only half expected that.
@BlackBillDe
@BlackBillDe 10 жыл бұрын
I have a few questions. I have no knowledge on rendering, so keep that in mind. Could the noise be diminished by replacing the noise with surrounding pixels in the first pass and then replacing them with accurate pixels when they are calculated? Otherwise, can a rasterizer/path tracer hybrid be created where on the first pass a shadeless rasterizer image would be rendered and for following passes, path tracing would be overlayed to create shadows, reflections and other details? Also, could a hybrid renderer be made where rasterizer is used for some surfaces, and path tracing for others?
@Argoon1981
@Argoon1981 10 жыл бұрын
Yes hybrid renderers are possible and will be what we will have for a very long time i presume before a pure path tracer render engine becomes a viable option for gaming.
@alphablender
@alphablender 10 жыл бұрын
So awesome..ah ben t'es french en fait :)) (cf. "Le Brigade nouveau est arrivé!" x) C'est juste excellentissime! :DDD Cet effet de bruit...ça me rappelle les premiers temps d'une techno qui va révolutionner le monde vidéoludique... :p
@antivanti
@antivanti 9 жыл бұрын
How big computational cost would it be to interpolate between the calculated rays to fill in the black pixels? Would be interesting to try in conjunction with eye-tracking to bias the rays towards where you are looking to have more detail there. Would potentially be very useful in something like VR to get usable speed and quality from ray tracing.
@SerBallister
@SerBallister 8 жыл бұрын
You would need something like voronoi cells I guess to fill in the missing bits, and maybe some extra magic to correct wonky edges.
@VladgavligGapchich
@VladgavligGapchich 10 жыл бұрын
how many bounces did you set? it's amazing!
@TomekSamcik69
@TomekSamcik69 10 жыл бұрын
Fan-ta-stic, Nvidia do the homework and start building hardware supporting this.
@LordOdin
@LordOdin 10 жыл бұрын
um they do its called a gpu hahaha
@caseycappoen251
@caseycappoen251 10 жыл бұрын
noob.
@LordOdin
@LordOdin 10 жыл бұрын
***** lol calm down casual
@LordOdin
@LordOdin 9 жыл бұрын
***** than explain to me why this engine is built for nvidia cards with cuda...
@LordOdin
@LordOdin 9 жыл бұрын
***** Well SLI isnt meant for Cuda but ok lol.... This is just straight up pathtracing the only thing they can do is make their gpus faster but nvidias gpus are the fastest thing for pathtracing right now...
@cotycrg
@cotycrg 10 жыл бұрын
I really really wish there was a download so I can see how this runs on my machine.
@randomusername509
@randomusername509 10 жыл бұрын
track is something from moby's remixes. love it
@ivangagarin9547
@ivangagarin9547 6 жыл бұрын
Where can i get this model of Urban
@ivangagarin9547
@ivangagarin9547 6 жыл бұрын
Please! Tell me the name this model of urban city
@eborge9711
@eborge9711 7 жыл бұрын
Why don't you render reflection as completely smooth, then blur it in screen space for roughness values? That would solve a lot of the noise.
@descai10
@descai10 5 жыл бұрын
Because that wouldn't be true reflective blur. Reflective blur blurs things more the further away they are. Something right next to it would have almost no blur at all.
@hackandtech24
@hackandtech24 10 жыл бұрын
how can i use this demo and were do you download the engine? i want to try this
@BadLactose
@BadLactose 10 жыл бұрын
Wow! Awesome.
@MrHugoHD
@MrHugoHD 10 жыл бұрын
What's that noise in the image?
@ChrisXPZ
@ChrisXPZ 10 жыл бұрын
someone's going to have to get to work on a new video compression format if games are going to start having film grain based on computer speed limitations
@TehBestOtaku
@TehBestOtaku 10 жыл бұрын
You can't really use video compression in a game since a game isn't, well, a video.
@darviniusb
@darviniusb 10 жыл бұрын
grain comes from the speed of GFX card what calculets the solution for the global illumination in realtime, and that speed is dependent of the nr of GFX cards, speed of them, memory etc. Path tracing is a very demanding rendering process not like traditional raytracing rendering but the huge advantage is that you can simulate very easy foto-realistic environments. A and most important is that realtime pathtracing quality increases linearly(most of the time) with the processing power, so if you have 2x same gfx card you will have 2x frame rate..
@ChrisXPZ
@ChrisXPZ 10 жыл бұрын
Reginald P. Tallywinker Darvinius Berar Yes I understand that. The method, if you have your frame rate high however, produces quite a bit of grain, and as you can see from the video, if people post gameplay of these games which use path tracing, the quality is terrible because the video compression used in the youtube video is not designed to show constantly changing pixels, the current video compression is much better at showing smooth surfaced moving objects, thus if are going to have video games with grain like this a new type of compression will need to be developed that is able to keep an accurate picture through the constantly changing grain or randomly flashing singular pixels (as the compression would see it) Though I suppose when systems are fast enough to render a smoother picture it won't matter so much :\
@darviniusb
@darviniusb 10 жыл бұрын
Indeed, we already use path tracing to render 3D animations for some time and the only difference between this and a high quality animation is the time to render the X amount of samples. For prerendered lets say 10k passes for a smooth image is rendered in x amount of time, but if you have powerful enough hardware then you render real time the x amount of passes so you will not see any grain because the samples will surpass the monitor dpi value. Anyway will be interesting to see this engine on a quad titan setup.
@ultimaterc
@ultimaterc 10 жыл бұрын
ChrisXPZ Grain only applies to film and is based on the physical structure of the particular film stock in use. In digital the term is 'noise.' We already have compression methods that can preserve video with 100% accuracy. Problem is they can't do it at the low constant bit-rates that KZbin enforces on it's videos.
@sjoerdev
@sjoerdev 3 жыл бұрын
where is this engine available for download? can i get the source code?
@ganryusasaki
@ganryusasaki 10 жыл бұрын
Wow. Just wow.
@DarkMatter500
@DarkMatter500 9 жыл бұрын
One day. Video games will look as good as this. One side of me wants to be able to play said games. On the other; I'm scared as developers who pump out graphics over everything else seem to not have good expectations.
@AmirAli-qh3ve
@AmirAli-qh3ve 9 жыл бұрын
Dark Matter In 20 years time.
@Anniemax1
@Anniemax1 8 жыл бұрын
+Amir Ali ever heard of the cloud, i'm sure if you does u wouldn't say that
@descai10
@descai10 5 жыл бұрын
+Amir Ali 3 years* Why do people underestimate the speed technology improves so much, its ridiculous.
@AlCatSplat
@AlCatSplat 3 жыл бұрын
@@descai10 I have yet to see a video game that looks like this.
@descai10
@descai10 3 жыл бұрын
@@AlCatSplat There are multiple games out with path tracing now.
@ramyabouhassan
@ramyabouhassan 4 жыл бұрын
Can I get a download Link PLSSSSS I need to play with this Soo bad
@gamehancer
@gamehancer 5 жыл бұрын
What texture please fort ldr_rgb png please ?
@alessandrocaviola1575
@alessandrocaviola1575 3 жыл бұрын
If this runs on a couple of titans (wasn't that the setup of the other Brigade videos?) then this means something close to 20Tf. New 3080 are - what - 30Tf? + hw denoising + a few dozen more Tf dedicated to RT? A demo like this should go on a single GPU, FHD, 30fps. Is there any reason why it looks like this tech has not be presented for the new rtx gpus yet?
@alexanderdouble
@alexanderdouble 3 жыл бұрын
kzbin.info/www/bejne/rnyoiIqPd6Z9htE as said in this video, brigade was built around rtx hardware and will come sometime this year
@wdowa94
@wdowa94 Жыл бұрын
@@alexanderdouble LOL! In Path Tracing nobody cares about FPS, because it's constant. Pixelrate is more important
@RyanGatts
@RyanGatts 10 жыл бұрын
I'd love to see a less compressed version of this video, whatever compression you're using is really distractingly inconsistent.
@d1oftwins
@d1oftwins 10 жыл бұрын
You forgot one thing, no matter how well you render your video, after uploading to KZbin, YT converts your video to its own standard and messes it all up. If you pay closer attention you will see that just where the shadows get noisy the mushy compression kicks in, hence the fact noisiness is hard to compress. Noise or randomness is the worst case for any compression algorithm. That said, I believe that YT has a bandwidth cap and hat is why it changes to mushy mode when there is to much bandwidth needed during noisy scenes.
@d1oftwins
@d1oftwins 10 жыл бұрын
Additionally just for comparison, the video on YT is 348MB big, but the original video from the webpage of Samuel Lapere is 2.4GB(!) big. What does that tell you? Well the size difference tells at least me that KZbin compression sucks big time and there is nothing Samuel could do about it except offering you a downloadable high quality video WHICH HE DID!
@andrebraun9643
@andrebraun9643 10 жыл бұрын
Those artifacts are NO video compression artifacts! The scene really looks that "noisy", because realtime raytracing still has lots of drawbacks. There are very good reasons why almost everybody is still using traditional rasterization over "real" raytracing when it comes to realtime.
@d1oftwins
@d1oftwins 10 жыл бұрын
And why do you tell that me??? I know that the noise in the shadows during movement is there due to lack of computing power. I SAW the original quality video. And like I said before: "If you pay closer attention you will see that just where the shadows get noisy the mushy compression kicks in..." thus you do not see the shadow and reflection noise in all its glory but instead mushy bricks (which kind of filters the noise, LOL ^^). I still don't get it why you thought I misinterpreted the noise for video compression artifacts?
@MrBrown77
@MrBrown77 10 жыл бұрын
d1oftwins I didn't see the "Read more" link on your first posting and you wouldn't have been the first one to misinterpret this noise as video compression ;-) Nothing personal...
@spider853
@spider853 10 жыл бұрын
A few more years.... just a few... and we can play this )
@SoilworkWT
@SoilworkWT 10 жыл бұрын
awesome
@autbo
@autbo 8 жыл бұрын
This + Euclideon unlimited detail = HOLY MOTHER OF GOD!
@Anniemax1
@Anniemax1 8 жыл бұрын
+VideoGuy euclideon turned out to be a hoax, they promised to release two games this year and they didn't
@williamjeffcock4008
@williamjeffcock4008 8 жыл бұрын
+Rubert max Not much of a surprise, they didn't go into much detail and they were asking for money, but trying to hide it, by wowing you with their "technology".
@Anniemax1
@Anniemax1 8 жыл бұрын
William Jeffcock Yeah bunch of scammers. Doesn't matter anyway, this path tracing engine is way better imo
@burnsy96
@burnsy96 10 жыл бұрын
The transmissions from the transformer is causing a feedback loop. The noise is added in post-production for a more realistic effect
@DjChronokun
@DjChronokun 9 жыл бұрын
Still too grainy for real time but I bet if you set this up evaluating SH coefficients or rendering cube maps to a virtual texturing system or something it would kill the need to ever bake lighting =)
@xTHHxAimiForevr
@xTHHxAimiForevr 9 жыл бұрын
so would that shorten or lengthen render times?
@DjChronokun
@DjChronokun 9 жыл бұрын
xTHHxAimiForevr dunno, it'd reduce the amount of texture data being read from disk and disks are pretty slow but it still might be an increase in overhead, other than that I don't think it would have much impact either way just less baked data needing to be shipped. Maybe it could reduce the memory requirements for caching lightmaps and there might be some gain from that but I dunno. Main thing is it would be convenient.
@MichaelPohoreski
@MichaelPohoreski 8 жыл бұрын
+DjChronokun Any good introductions to Spherical Harmonics for graphics programmers? As I understand SH lighting is only good for static lighting -- how are people solving this with dynamic lighting?
@DjChronokun
@DjChronokun 8 жыл бұрын
+Michael Pohoreski um, dunno about using SH for dynamic lights, can't think of anywhere I've seen it done. I suppose if you were using few enough SH light probes you could compute them in real-time much the same as rendering to a dynamic cube map but I don't know how good the results would be. I was just thinking of using them for handling the static parts of the scene just to avoid having to load textures from disk, like a 'Just-In-Time' baking system basically. Can't think of any good introductions off the top of my head, there probably is some if you google around though.
@Foodgster
@Foodgster 10 жыл бұрын
So that's how Micheal bay is able to imagine most of the cool shit he does sometimes.
@flashmozzg
@flashmozzg 10 жыл бұрын
Normal render engine could do same quality scene without all this noise and at bigger res. Can't see how is it suited for realtime.
@cooldude23407
@cooldude23407 10 жыл бұрын
Then you obviously don't understand whats happening in the video.
@flashmozzg
@flashmozzg 10 жыл бұрын
***** Well explain then. The only advantage of such enginge for real-time I can see now is scenes with enourmous amount of poligons and a lot of prism like objects. That's all.
@flashmozzg
@flashmozzg 10 жыл бұрын
But right now traditional rasterization engine is much more efficient than raytracing, and does not have problems when moving camera. Much better picture quality can be achieved with it on machine that would struggle with even 720p raytracing. And about multicore - all calculations are done on GPUs which are already as parallel as possible.
@KitsuneShan
@KitsuneShan 10 жыл бұрын
Make it as render engine for 3d Max O.o Also, add motion blur.
@plavix2215
@plavix2215 9 жыл бұрын
YUHUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU real time ray tracing SPRING BREAAAAAAAAAAAAAAAK
@FeatheringWalthamstones
@FeatheringWalthamstones 10 жыл бұрын
All I see is a video with extreme compression noise. I have reloaded 3 times since others are in awe of this video but I can't see the quality they speak of.
@Argoon1981
@Argoon1981 10 жыл бұрын
Thats because you don't really understand what you are seeing, is just like people that saw the QuakeWars raytraced video and didn't saw anything special, about the noise theres no video compression noise, that noise is inherent to the tech used to render the scene, just look for raytrace or path trace on google and you will realize how impressive this video really is, how can they run this on real time and not take hours to render a single frame just show how computer power has grown impressibly.
@FeatheringWalthamstones
@FeatheringWalthamstones 10 жыл бұрын
Argoon1981 I have been quite aware of ray tracing superiority since 1997 when i started with 3d modeling and animation. I have never messed with real time rendering and was not aware of the highly speckled nature of this type of image. Having watched the video a few more times I can see through the haze of ray traced pixels and lesser noise that indeed the color, shading, depth of field and level of realism is far superior to raster images. This I would expect from ray tracing but the video still indeed does suffer from compression noise in the form of large blurry patches. Just not the other speckles apparently. If the accurate ray traced pixels were used to inform a cheaper raster image underneath using interpolation you might easily have a half step of better towards realistic lighting and color in the newest gen consoles and moderately powered PCs. I would happily take 720p ray trace over 1080p raster in almost all games.
@MichaelPohoreski
@MichaelPohoreski 10 жыл бұрын
***** Try this interactive WebGL Path Tracing demo ... jonathan-olson.com/tesserace/tests/3d.html
@davideghirelli5856
@davideghirelli5856 10 жыл бұрын
imagine a gta like this!
@Bruffist
@Bruffist 9 жыл бұрын
Videogames will have photorealistic graphics 2 generations from now...
@justinpiante2406
@justinpiante2406 9 жыл бұрын
By generations I am assuming you mean consoles. By that time (IMHO) I think consoles wont be rendering games on their own, they will be streaming data from large servers which are rendering the games for them.(See Nvidia Grid) If consoles are going to be upgrading their graphics as much as this current gen, I think it will take quite a while for there to be this level of graphical fidelity on consoles for quite a while. (By that I mean, path tracing.) Keep in mind this video was likely shot with TWO Gtx Titans. So that is about 2 grand in graphics cards alone. Its going to be quite a while before we seen that with a 400 dollar system.
@Anniemax1
@Anniemax1 9 жыл бұрын
Justin Piante Streaming data from servers, that's a very interesting and cool Idea;Wish it happens though so that we don't wait for like seven year to get to the next gen of consoles and have more power
@justinpiante2406
@justinpiante2406 9 жыл бұрын
Rubert max If I'm not mistaken the Nvidia Grid already does something like this for Shield devices! :) I think that consoles will soon just be game streaming devices. Problems such as latency will have to be worked on but I am sure its possible. I think less of the actual computing will be done on the console side and more on the actual servers of Sony/MS etc.
@Anniemax1
@Anniemax1 9 жыл бұрын
Justin Piante Hopefully man :) hopefully Sony and Microsoft stop being greedy assholes and show some enthusiasm for gaming and gamers,i'm not really satisfied with current gen specs and I hate when a game gets downgraded
@plavix221
@plavix221 10 жыл бұрын
2 GTX titans. look at the blog/commentaries
@johnwhite7978
@johnwhite7978 9 жыл бұрын
The noise is killing
@Blooper1980
@Blooper1980 10 жыл бұрын
Optimus boogie
@Tim110899
@Tim110899 10 жыл бұрын
How the fuck do i get Brigade?
@EasternMerchant
@EasternMerchant 10 жыл бұрын
hmmmm......let's see a simple Cornell Box Test......
@alexglass3613
@alexglass3613 10 жыл бұрын
Now we just need Nvidia and Amd to give these guys and us a GPU that targets ray tracing and can actually handle this monster of an engine. We could just stop buying GPUs that target rasterized graphics.
@pac85
@pac85 8 жыл бұрын
how did you download brigade?
@Anniemax1
@Anniemax1 7 жыл бұрын
he works for the company developing the engine
@pac85
@pac85 7 жыл бұрын
oliveoil22 gaming will it ne free?(I don't really believe it will...)
@Anniemax1
@Anniemax1 7 жыл бұрын
oliveoil22 gaming will we see games using it this current generation or can it only run on pc ?
@Anniemax1
@Anniemax1 7 жыл бұрын
oliveoil22 gaming i already know, it's gonna be integrated with octane render 4 too, just thought u were an expert in computer graphics my bad
@Anniemax1
@Anniemax1 7 жыл бұрын
oliveoil22 gaming my question shouldn't be that hard for an expert to answer lol
@ThatGenericYTPMVer
@ThatGenericYTPMVer 10 жыл бұрын
octane son
@Ch3wza
@Ch3wza 10 жыл бұрын
What's up with the grainy-ness ?
@JeremyEr10
@JeremyEr10 10 жыл бұрын
Thats because the engine renders light like in real life. Light bounces off objects and into the players "eyes". Sadly, the computer used in this demo is still not fast enough to compute light without causing a gain effect.
@gabrielnobrev
@gabrielnobrev 5 жыл бұрын
create some graphics cards that can handle this, then create wireless VR and an online game with this graphics and now we have Ready Player One in the real life
@iliasasdf
@iliasasdf 10 жыл бұрын
Dude just let it render the image for a couple of seconds...
@whiterottenrabbit
@whiterottenrabbit 10 жыл бұрын
Why is the picture so grainy?
@Micz84
@Micz84 9 жыл бұрын
Because it is a ray tracing, and to run it smoothly you can not cast to many rays, because it would kill a frame rate. So longer you wait with still image less grainy it becomes (more rays cast and calculated for reflections)
@thebloodminister988
@thebloodminister988 5 жыл бұрын
I bet the Nvidia RTX card can't even handle this
@iliasasdf
@iliasasdf 10 жыл бұрын
No. Motion blur is annoying as fuck and decreases the available information. Frame averaging is another story, an this guy has implemented it in another video if I'm not wrong.
@monstercameron
@monstercameron 10 жыл бұрын
when are you going to convert this to opencl, cuz frankly, cuda is a dead end...
@AlCatSplat
@AlCatSplat 3 жыл бұрын
No
@TheCommanderNZ
@TheCommanderNZ 10 жыл бұрын
Google Earth 2.0
@drkastenbrot
@drkastenbrot 10 жыл бұрын
...how to kill ur gpu... These gfx are fantastic. Thats next gen
@hectordelarocha10
@hectordelarocha10 8 жыл бұрын
I expected more sincerely. This looks like 480p, 26fps and blury as fuck. And don't know if it's your PC or this Engine, but watch any movie now, like Room, or watch any 4k real life video. Sorry, but Unreal Engine 4 looked more realistic than this. Especially the Paris Interior.
@Anniemax1
@Anniemax1 8 жыл бұрын
+Hector De la Rocha unreal engine my ass lol how is it fair to compare an outdoor scene with an indoor scene which shouldn't be that easy to render. Also check out their latest update from Gdc 2015
@Fartuess
@Fartuess 8 жыл бұрын
+Hector De la Rocha YT 720p + YT video compressions artifacts. Also both interactive GI solutions in UE4 were supporting 2 light bounces. Old GDC UE4 demo used SVOGI (aka Voxel Cone Tracing) which was too heavy for consoles, so they moved to faster but less precise reflection probing (scene filled with cubemap captures with parrallax correction) + local viewport reflections and both of those are pretty much limited to 2 bounces. Pathtracing for the other hand can support as many bounces as you wish giving better results, but it is more complex to compute thus giving noisy effects untill it completely figure out all the bounces. It makes it suitable for offline quality level of renders with ability to preview in realtime - useful for artists, not suitable for games yet.
@Anniemax1
@Anniemax1 8 жыл бұрын
Fartuess You can tell he is a noob to computer graphics , u don't have to explain anything to him
@Fartuess
@Fartuess 8 жыл бұрын
Rubert max I give benefit of the doubt that he is newb, not noob.
@Anniemax1
@Anniemax1 8 жыл бұрын
Fartuess lol
@srfelipe
@srfelipe 10 жыл бұрын
poor quality
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