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Cinematic Lighting in Unreal Engine | GDC 2018 | Unreal Engine

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Unreal Engine

Unreal Engine

Күн бұрын

Пікірлер: 45
@mikda360
@mikda360 6 жыл бұрын
Looks amazing. And to think all you need is 4 FREAKING TITANS.
@Yeet42069
@Yeet42069 6 жыл бұрын
For this level of cgi thats hardly anything xd
@friendstype25
@friendstype25 6 жыл бұрын
I can only imagine Eevee utilizing some of this technology.
@amit4Bihar
@amit4Bihar 6 жыл бұрын
This is literally game changing
@musashidanmcgrath
@musashidanmcgrath 6 жыл бұрын
This is a huge step forward. Amazing work. Now I just need to spend 10 grand on a new machine. Can't wait till this is fully implemented in 4.22. By then it will be much more optimised for single card machines.
@ShainAnimations
@ShainAnimations 6 жыл бұрын
So are ray-traced reflections going to be available in 4.20? Even as an "experimental"? In my case, I don't even need it to work real-time as I use Unreal to create short-films/cinematics so they are rendered out from Sequencer anyway...
@vama89
@vama89 6 жыл бұрын
Pardon the pun, but this is unreal.... Great work team! I'm geeking-out about the possibilities for the future. I don't know why my mind is so blown watching this stuff. Maybe I just don't know too much about computer graphics. I couldn't believe that these were cg model stormtroopers and a cg Phasma in a real-time raytrace! Yeah it is using that DGX, but imagine where this will be in a few years. To imagine this on a desktop or even in VR! This is some matrix-level stuff right here.
@amit4Bihar
@amit4Bihar 6 жыл бұрын
vama89 Nvidia
@matsta177
@matsta177 6 жыл бұрын
Well done Unreal
@pierrepucheu
@pierrepucheu 6 жыл бұрын
This was Epic!
@chcamp
@chcamp 6 жыл бұрын
i just say "incredible"!!! amazing!!
@fatarsemonkey
@fatarsemonkey 6 жыл бұрын
Without watching the whole video do they show the equipment they did this on.
@NeoMoonSevin
@NeoMoonSevin 6 жыл бұрын
awesome I love unreal engine
@IantoddusSardus
@IantoddusSardus 6 жыл бұрын
33:40 300k vertices and 500k triangles? Isn't it the other way around?
@The9PointStar
@The9PointStar 6 жыл бұрын
they wanted to use the full power of ray tracing on geometry
@ralakus8784
@ralakus8784 6 жыл бұрын
Bit of a late response but to my knowledge they're using indices which basically allows you to have each unique vertex in an array and have the indices say which vertex to render. Lemme try to clear it up; lets say you try to draw a cube, there are 8 unique points in a cube, 6 faces which turn into 12 triangles ( every quad is rendered with two triangles ). You have those 8 points stored in some array and you have your indices tell the renderer what vertex to draw in what order so you save memory (I believe) and it renders faster since you're not repeating vertices which take up computing resources. To show what that might look like ( C++ ) std::vector vertices = { //The array, this is a C++ dynamic array found in the standard library. //Each point is a 3 part vector so they have an X, Y, and Z coord. //These are the coords of the vertices on the rear side of the cube. 1.f, 1.f, 0.f, //Vertex 0 1.f, 0.f, 0.f, // Vertex 1 0.f, 0.f, 0.f, //Vertex 2 0.f, 1.f, 0.f, //Vertex 3 //These are the coords of the vertices on the front side of the cube. 1.f, 1.f, 1.f, //Vertex 4 1.f, 0.f, 1.f, //Vertex 5 0.f, 0.f, 1.f, //Vertex 6 0.f, 1.f, 1.f //Vertex 7 } std::float indices = { //The array that contains the indices //Front face, each number tells which vertex to draw in the array of vertices 4, 5, 6, //Draws vertex 4, then 5, then 6 which makes a triangle, and does the same with 6, 7, and 4 6, 7, 4, //Rear face 0, 1, 2 2, 3, 0 //Right face 4, 0, 3 , //Not sure if this is correct 3, 7, 4 ... // The rest of the indices for each face of the square } I didn't explain it very well and I'm probably very wrong, but you can always search up some articles on how things are rendered. Also the cube example has some complications as it'd be very hard to texture and normal the cube, but that should've helped you understand why there can be more triangles than vertices.
@mattmarlar
@mattmarlar 6 жыл бұрын
'guess you could say 4.20 is pretty "lit"
6 жыл бұрын
Love it this unreal ray-tracing!! :O
@g4macdad
@g4macdad 6 жыл бұрын
The demo should be r2 and c3po on tatooine... Would be far more impressive.
@romeotango5597
@romeotango5597 6 жыл бұрын
Wait why are they using geometry instead of normals? Is it really that big of a sacrifice in quality? I've never had issues with normals working well for ray tracing.
@whyismynametaken123
@whyismynametaken123 6 жыл бұрын
I believe they said near the beginning of the video that ray tracing to normals won't be implemented for another UE4 version or two (more or less).
@charlesdonneaud3525
@charlesdonneaud3525 6 жыл бұрын
you can render that with gtx 1060 ??
@richardpaulphilips9561
@richardpaulphilips9561 6 жыл бұрын
Charles Donneaud That was real time redering. You would need 4 Quadro GV100 to do it properly. In a GTX 1060 the time to render the full scene would be several hours, even days.
@AntonioModer
@AntonioModer 6 жыл бұрын
26:20 raytracing without realtime indirect lighting :( realtime indirect lighting is most powerful feature, which needed for realistic lighting, but this is out from next UE. So i dont need UE, goodbye next UE
@T.K.Wellington1996
@T.K.Wellington1996 8 ай бұрын
And now a singe RTX 4090 can do it. 😀
@melanitex1089
@melanitex1089 6 жыл бұрын
Will ray tracing actually be able to run in Next Gen machines though?
@GladerDev
@GladerDev 6 жыл бұрын
Well everyone is creating an API for it and/or allocating hardware for it on the next generation components. So, it seems like it's almost a reality.
@muaazabed6791
@muaazabed6791 6 жыл бұрын
I mean, this demo runs on 4 Titans, so the answer is maybe.
@bigbro890
@bigbro890 6 жыл бұрын
not this Next Gen, but someday definitely yes.
@melanitex1089
@melanitex1089 6 жыл бұрын
+David Tran What are we getting next gen then in terms of lighting?
@bigbro890
@bigbro890 6 жыл бұрын
+MelaniteX Definitely not something that requires 4 Titan's V to run at 24fps 1080p
@Outerplaces
@Outerplaces 6 жыл бұрын
Hello, I am a video producer for Outer Places (www.outerplaces.com), a science and sci-fi website with over 225,000 Facebook followers. We’re interested in creating a short video story about Unreal Engine. Could I have permission to use this footage? I would shorten it to around 30 seconds, add captions, and credit it appropriately. Thank you for your time! Hannah
@dhkatz_
@dhkatz_ 6 жыл бұрын
These are public videos, nowhere in the video or description do they claim copyright of any sort. I think it would be fine.
@gavinmoran8953
@gavinmoran8953 6 жыл бұрын
I'm not sure that anybody that could give you permission is reading the comments. You would be better off contacting Epic directly to ask for permission.
@ryanemad4638
@ryanemad4638 6 жыл бұрын
Can y'all optimize Fortnite and make the graphics a bit better please?
@gigigigiotto1673
@gigigigiotto1673 5 жыл бұрын
fortnite hasn't bad graphics, it's the cartoony stile. for example pixar, has a cartoony stile but all the materal are photorealistic (pbr + raytracing)
@Unknown-sz8kg
@Unknown-sz8kg 6 жыл бұрын
We better watch out so epic games not sues us for watching this video..
@pein7603
@pein7603 6 жыл бұрын
1st
@HueyTheDoctor
@HueyTheDoctor 6 жыл бұрын
It's great when English obviously isn't the first spoken language of the people giving your talk. It's great when you need to listen to the same sentence three times to get past the accent and figure out what is being said. That's great.
@dhkatz_
@dhkatz_ 6 жыл бұрын
You obviously don't get out enough. Most people have no trouble understanding what is being said.
@ifusion
@ifusion 6 жыл бұрын
Scott Douglas Not today, colonizer. 🙅🏾‍♂️
@whyismynametaken123
@whyismynametaken123 6 жыл бұрын
Come to southwest PA and listen to some of these hicks talk. If you can't understand this guy, you definitely won't understand their mountain talk. I've lived here most of my life and can't understand some of them :)
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