Random tests from Brigade that we did while we are developing the engine.- What is Brigade? : icelaglace.word... More videos & informations at raytracey.blogs... (Sam Lapere) Music : Etienne de Crecy - Fast Track
Пікірлер: 477
@qpmkro10 жыл бұрын
in 5 years maybe possible to do this realtime with a sli setup, right now i still don't think it's viable. I am just glad to see path tracing starting to make the right kind of noise.
@Ziplock900010 жыл бұрын
That demo is from an SLI setup. 2 x GTX TITAN
@qpmkro10 жыл бұрын
***** without noise 60fps with particles and everything animated
@qpmkro10 жыл бұрын
5 years was way too optimistic i agree, maybe 12-15
@cosmic_gate4769 жыл бұрын
***** I hope the industry doesn't do what the pharmaceuticals are doing - holding back advancements to stay in business.
@georgefromjungle52116 жыл бұрын
They are doing just that. The technology is already here, but we don't see it in use. Imagination technologies collaborated with otoy and made a breakthrough chip which can do 150 million rays per second with a two watt mobile chip. Imagine what could they do if they made some modern processor on 12 nm process with billions of transistors. This already can be done real time, with unlimited geometry detail (achieved by heavy instancing) and photorealistic light.
@SeanLumly11 жыл бұрын
Incredible! The opening shot looks like a video someone filmed with a camera. This is the future of game graphics. Period.
@bobgong41279 жыл бұрын
Wow. we are witnessing the future.
@SmokeyIceTea11 жыл бұрын
this is the most impressive thing ive seen since the atom based models demo a few years back
@xXRedyzXx11 жыл бұрын
A brilliant demo and one of my favourite tracks, you sir deserve a thumbs up.
@TijsDelvaux10 жыл бұрын
This looks freaking nice. I'm looking forward tot 100% traced games.
@DmcPrince11 жыл бұрын
I can't see any grain now, only in HD and fullscreen. But even this isn't bothering me at all, it's rather nice to look at now. Fantastic vid, once again. My mind is blown indeed :OOO Terrific job, OTOY.
@blinky123abc11 жыл бұрын
You have got me there, good luck in your endeavours.
@Ub3rGoob3r11 жыл бұрын
Unbelievable. My mind is blown thoroughly.
@SmokieBowls11 жыл бұрын
This is insane! The grain smooths out so fast on the first part it looks like I could actually play a game like that. Some serious improvement compared to the Brigade videos from a little while back. What video card is this running on? I never thought real-time ray tracing would advance so fast. It's going to be a game changer! I remember the Nvidia demos from a few years ago that ran around 0.5-2 frames a second.
@hkeilany11 жыл бұрын
Yes. More power you have, better it is. You can get less noise by using 2 TITANs than this video already. + please remember that we're still improving the engine all the time, look at the old videos of Brigade on the right, you'll see that it changed quite much. One of our devs used a GTS 450 to create the car demo at the beginning, he was around 20fps.
@Keyx911 жыл бұрын
So are you telling me that games could have this type of graphics?! This is insane, it looks like a movie, man... I love it and I wish you good luck with this project!
@logitech487311 жыл бұрын
Path tracing has always been fast, and now we're reaching a point where it's starting to become feasible to run in real-time.
@unfa0011 жыл бұрын
The way it renders the 3D scene is by simulating photons backtrace. To do it quickly, it's using less samples for each frame pixel, whitch causes the strong noise.
@floflo92du6point311 жыл бұрын
Wow, I didn't expect such a video rendered in real-time !
@Animaleante11 жыл бұрын
The progress shown in this video is awesome. On the outdoor scene there's almost no noise when moving comparing to video from few months ago. Congrats to the team. I can only dream of using this engine with something like Oculus Rift VR :D
@sitsuj11 жыл бұрын
This is insanely well done. Congratulations!
@everope4 жыл бұрын
It's like a 90's music video and I love it
@XICO2KX11 жыл бұрын
Simply amazing! Real-time ray tracing is finally here! What are the specs of the machine this in running on, by the way?
@AlCatSplat4 жыл бұрын
*NOW we have real time ray tracing, courtesy of Nvidia RTX.
@poshjesscott828711 жыл бұрын
Amazing work man. Keep it up. Nothing is worse than waiting like 2-3 min for a single frame to render raytracing images. You guys got this thing smoking fast! To the people that dont understand the grain/pixel creation process, lol For the architects, designers, this is going to speed up so much productivity.
@belaszabo833610 жыл бұрын
I wonder how they stand with translucency and SSS. I can't wait to see what they show next week on GDC :D
@IbizanHound211 жыл бұрын
I feel like looking at the first steps of something great! Kind of feels like 30's cinema with all that noise effect hehehe
@DFX2KX11 жыл бұрын
This is mind-numbingly awesome... wow...
@obidobi211 жыл бұрын
Nice to get a glimpse of the future :). Btw I suggest you record the coordinates while moving around by hand then make a camera path so you get much smoother movements. Will make these demos even nicer :)
@KroltanMG11 жыл бұрын
It only has graining when moving the picture, because calculating it on full resolution all the time would be GPU-melting and sluggish. Instead, the engine only calculates the view on full resolution when the camera is stopped, and when it's moving, it takes a part of the resolution (usually 2/3) and fills the empty space with black.
@rhysman00016 жыл бұрын
they should normalise the brightness depending on the amount of rays traced
@maksuree11 жыл бұрын
looks like a fucking photo. i cannot begin to describe how realistic this looks.
@m910582611 жыл бұрын
Path tracers can make use of incredibly efficient instancing. You are still limited by vRAM, but as long as you can fit everything into video memory, you can pretty much duplicate it as many times as you'd like without any significant memory hit.
@Alexandra-Rex11 жыл бұрын
Mind = blown :O This looks amazing. Future games will be crazy good looking :O
@MrFelixdodd11 жыл бұрын
Extraordinary! I'm wondering if there are deferred screen space noise reduction techniques that could be used here. It does seem like the future: production hassle have just dissapeared compared to a traditional engine like CE3.
@ikt9311 жыл бұрын
Oh dear, this looks so much better than what I expected running that renderer-thingy. How would you think the performance would be with consumer-grade graphic cards?
@2ane11 жыл бұрын
simply incredible, ive been wondering if the graininess couldnt be reduced or eliminated by regular filters?
@DimakTheDerp11 жыл бұрын
It's not a grain filter, but low precision ray-tracing. This engine is rendering the scene by simulating many "light beams" that come out of light sources and bounce from one object to another. This method is very resource-demanding, which is why it's usually used in CGI and not real-time rendering, at least until now. Theoretically, the can get rid of the unwanted grain effect by applying fiters that average the light in an area, but that rarely looks good. Either way, this looks promising.
@m910582611 жыл бұрын
There isn't a grain filter. Path tracing resolves in an unbiased manner with noise as the only visual artifact. As the calculation has time to run noise is eliminated at the image converges to a correct result.
@crativ311 жыл бұрын
Xbox 360 has a built in tessellator called the ati modelling engine. The modelling engine is said to be able to do tasks other than tessellation, such as physics for example. If you need a source, play halo 3 or any halo game after halo 3. They u tessellation to help with water rendering. Since the xbox 360 is basically using dx10, you can build your own tessellation algorithm through shader work. This can be done on the ps3 as well utilizing the spe's.
@tntantoine11 жыл бұрын
Amazing, can't wait to see real time rendering with stable 60fps and little bit less grain. Hopefully it'll be possible in the next few years :)
@swampflux11 жыл бұрын
This is so great. I was thinking about doing a mystery game with a path tracing engine. You, sir, have re-sparked that idea. :D
@AntoineLeGrand61011 жыл бұрын
So it's like taking a sneak peak into future graphics you'll get ingame :D
@MisterDeliriousMusic11 жыл бұрын
The version we where working on for Reflect (game you're refering too) had no animation beyond scale, rotate and move (had to be done by the programmers) and I think we could only get something like 50k triangles max. Makes you wonder what we could've done with this version.
@zelexi11 жыл бұрын
getting better every time I see it :)
@vityc3nt11 жыл бұрын
it's real time rendering and it looks freaking good.
@Rocky113811 жыл бұрын
The good part about using this method (from the sounds of it, anyway) is that the noise is simply a case of balancing FPS performance versus visual quality on today's hardware. As hardware improves, they can just move the slider to decrease the noise and increase the quality.
@jroek9011 жыл бұрын
omg the progress is AMAZING!
@teemupeemuf11 жыл бұрын
Okay, 2:09 forward is CRAAAZY! You guys are Gods.
@MrFelixdodd11 жыл бұрын
Also there are still many challenges not least dynamic scene updates - aka animation rigs, cinematics, destruction etc etc.....which can bring a pt renderer like this to its knees.
@KLown-cb6pb10 жыл бұрын
amazing- the godfather of realtime rendering... ...what is that for music in backround can i have the track name please??? thx
@Niccel11 жыл бұрын
I think I remember seeing this a while ago with a RC car. It looks a lot less fuzzy now. I always thought it looked really realistic, just that fuzziness got in the way. It looks better in general now, but when it gets bright, that fuzziness is still a problem. Oh wait, I think I also saw this with a Portal type game. I remember trying out the little demo thing.
@operatordragon11 жыл бұрын
It's an extremely demanding engine, but hopefully the systems required to run this engine smoothly will be far more accessible in the future.
@lennysmileyface11 жыл бұрын
It uses rays to simulate realistic lighting, shadows, reflections etc. You don't need 3D scanned objects you can use any model at all and just have normal maps make up the small details... exactly the same as what people currently use.
@MandarinHH11 жыл бұрын
Its grainy because instead of drawing each frame like in normal rasterizing 3D, they are rendering in raytracing which calculates the colour of each pixel at run time. Essentially the grain is lag. instead of lagging the whole frame, each pixel is lagging. The fast the computer processing this the less grain there will be. Unfortunately it will still take quite long before we have the technology to do this without any grain. You will also need one hell of a graphics card
@jb0nez12311 жыл бұрын
INCREDIBLE. Should have moved around a little slower or stopped once in a while so we could see the full ray traced beauty of some of the scenes though - it was pretty grainy (yes I know that's how path tracing works, it just would have been nice to see some of the viewpoints fully render in all their glory).
@ArgoBeats10 жыл бұрын
damn, even motion blur from the camera... this is huge!
@MakyoD11 жыл бұрын
Holy crap this looks incredible. I wonder if you could use a Metropolis algorithm to sample indoor areas.
@MoraMadness111 жыл бұрын
I thought it was real until you showed the models in the streets. Damn this looks good. But yeah we would like some specifications. What kind of system is this running on?
@LexFomin8 жыл бұрын
2015 sigraph denoise research together can give us clear results
@cepomwa11 жыл бұрын
We always say "how close we are", if this processing was of any interest, we would use it already (I mean with real-time renders) The same as voxels. If by close you mean 20 years ahead, then I agree, but I doubt we'll use this next year.
@AdeptusSteve11 жыл бұрын
But will it someday be able to deliver good and smooth graphic results? Also, the cities you showd was just a little segment repeated to infinity, So how big can a segment get? Or was that just because at that time you didnt have any bigger city environment and the engine would actually be able to run a real life metropolis scale 1:1? Also how about deformation of meshes? Now you just showing static meshes, but how high is the polycount support for actual character rigs? Just some questions..
@pfannkuchengesicht4211 жыл бұрын
SmallLuxGPU also runs almost at real-time, in fact there is a little simple game called Sfera based on SLG
@KriS1264811 жыл бұрын
Very impressive results. On what hw config or cloud hw config was it rendered?
@keraj3711 жыл бұрын
Will be there free SDK realesed ? And if, when should be expect it ? This is great looking
@gardrek11 жыл бұрын
In the article linked in the description he says "it’s an engine for video games."
@tjpld11 жыл бұрын
Looks like out of this world!
@1DInciner11 жыл бұрын
AWESOME guys, it is so awesome!!
@BadgerStyler10 жыл бұрын
What's with the tiny FOV?
@DaRealMaus6 жыл бұрын
*reacts 4 years later* probably to save computing power
@CaveyMoth3 жыл бұрын
Someday we'll have real time path traced games. Wait.
@MondoMurderface11 жыл бұрын
The black background behind the noise "noise being the end result of the ray tracing I assume" would be due to areas not rendered. Wouldn't there be a way to have a very simple GL render behind the ray tracing instead of black? It could fill it in and make the noise less noticeable.
@yourmomisamodder11 жыл бұрын
Amazing stuff. Any chance of a publicly available tech demo?
@Baunmwolle11 жыл бұрын
i love the grain though. modern movies filmed on digital cameras all add grain to preserve the feeling of shooting film because it is more pleasing to the eye and doesn't feel as over-polished. if there is a game to come from this engine, i hope you keep the grainy feel at least partly.
@ojcoolj111 жыл бұрын
Just imagine if this engine was eventually turned into a gaming engine. Immersion wouldn't be the word
@lextmb8711 жыл бұрын
Incredible. Well done.
@Orfloper11 жыл бұрын
Shit looks nice, except for the slow convergence in the scene with all of the reflective and refractive objects (which makes sense). Maybe I'm not looking in the right places, but I'm not seeing any caustics from refractions, either. That would be cool to show off, too.
@bgrz11 жыл бұрын
Impressive. Will the next generation of consoles be able to push this, or we'll have to wait for one more generation?
@bungieanimator11 жыл бұрын
Before the camera started panning in the beginning, I thought I was looking at a zoomed in picture. Mind fucking blown.
@BoTuLoX11 жыл бұрын
This is using ray tracing. AKA: Light behaves almost like in real life. This allows much more precise lighting, but demands quite a lot of resources, hence why movies using ray tracing take weeks to render. Having ray tracing in real time engines is quite a feat. And that's what this video is showing.
@ZaasKenar11 жыл бұрын
Awesome, not counting the noise.
@niente411 жыл бұрын
We'd really like to know the hardware on which it runs, and in how much time we'll see on the market a graphic card capable of rendering these scenes grainless... thanks.
@emart511 жыл бұрын
Looks amazing so at!
@VictorVonZeppelin11 жыл бұрын
So, is it just sorta the same as saying it's running in a lower resolution, then? I'm guessing it's too intensive to trace the additional rays needed and still maintain real-time frames? Still, mighty impressive stuff. Can't wait to see what faster computers + later versions of this will be like
@AtifTorlakovic11 жыл бұрын
This is wonderful, congratulations!
@jeremyraulee237511 жыл бұрын
its the rendering, obviusly the higher you set the rendering the settings the less you will see of that grainy stuff, but the less performance you get then.
@TheSiraniks11 жыл бұрын
this is great, what's your computer spec for rendering this scene?
@MrAlejux11 жыл бұрын
If I though the performance for ray-pathing in GPU's would still be evolving in the same rate as for raster rendering, then I would predict we would have this for commercial gaming use in 10+ years. But considering all the effort NVidia and ATI have been putting in memory integration, DP flops, and other things oriented towards this kind of processing, is why I think one or two generations after the Maxwell we will have something like this at an affordable price. 2/2
@Fazoo24711 жыл бұрын
Am I the only one who expected the rainbow people to break out into Thriller?
@denizo92637 жыл бұрын
Yes
@KingBadger3d11 жыл бұрын
Keep Pushing on!, awesome.
@ErelH11 жыл бұрын
Looks EPIC!
@SiriusTexra11 жыл бұрын
This is why I'm a PC gamer. I can't wait to be playing simple raytraced games in a few years on Maxwell gpu's, and then with the added benefit of playing everything prior to then at 4k+ with super sampling, emulators, old games, games from now, some games from then. Fuck yeah
@ostry82111 жыл бұрын
:D Does the engine reuse some computation results from previous frames ? I can imagine reusing parts of paths (excluding camera rays).
@rusTORK11 жыл бұрын
O.K, it's awesome! What with distruction?
@erionjaho11 жыл бұрын
Brigade engine 2 = Future games
@Pynoxim111 жыл бұрын
I share your sentiments. "What am I even watching? I dunno but, BUT, It's... BEAUTIFUL!" - Me, Moments ago
@AlbertoNeurohr11 жыл бұрын
the grain is due to the speed of rendering. The priority is on getting results fast, and not on removing noise. It's not an artistic thing, it's necessary to run realtime.
@hkeilany11 жыл бұрын
Nah, actually it's the auto-exposure. it's it's checking the average pixel amount of the image then adapt the exposure depending of this, so it's quite moving a lot when it's too noisy because I made it fast. I'll fix that & use another method. :)
@xstation360jumpin11 жыл бұрын
Wtf!? This is amazing!!!! I really hope this is used for next gen!
@AlCatSplat4 жыл бұрын
About that...
@threemoo11 жыл бұрын
I don't mean to be rude, but I find your questions are pretty much missing the point entirely. For 1st question, look at previous brigade video (YT suggestions box), to see how far it has come, for 2nd, the model of the city can be duplicated, the rendering cannot, what you see is an entire city rendered in realtime, 3rd question, this is not a test of a "game" engine, but more a test of a "rendering" engine, mesh deformation is nothing to do with rendering, and can be programmed in later!
@bFix11 жыл бұрын
not only games but also programmes like google earth (3d models) need this engine
@matthewhxq11 жыл бұрын
At first I thought it was gooogle street :D. Great job.
@hkeilany11 жыл бұрын
You think so? Check other videos of path-tracing & stuff. Compare to this. It's not your regular rasteriser engine here. Check my blog on the description to know what Brigade does & check Sam's blog (also in the description) to know what it is actually showing in this demo.
@Maxgess11 жыл бұрын
this looks like one HELL of a dance party
@insect2129 жыл бұрын
It's been a while since this came out, I wonder what kind of results we would get if we had 4 980ti's.
@Chad123-g3d9 жыл бұрын
+Brock Jones They made an update at Gdc ,check it out
@bilbo_gamers64178 жыл бұрын
6 Titan x's
@motorsep11 жыл бұрын
Yeah, what kind of GPU and CPU are required to render at the quality seen on video in 1080p ? Will you utilize any visibility culling in your engine?