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(L) [2011/07/13] [Shadow007] [Latest Brigade video] Wayback!Surprised to not having seen that one here : [LINK http://www.youtube.com/watch?v=qntMz2QPA_E]
(L) [2011/07/14] [Phantom] [Latest Brigade video] Wayback!That's because it's not final. Most importantly, the vid says that it is using unbiased path tracing, while it is doing DRT only. [SMILEY :)] I wouldn't dare anouncing a vid like that on this forum. [SMILEY ;)]
(L) [2011/10/05] [Roeny] [Latest Brigade video] Wayback!a video showing the animation support in Brigade 2
[LINK http://www.youtube.com/watch?v=RbxoZK6Apj8]
(L) [2011/10/06] [fursund] [Latest Brigade video] Wayback!Anyone know what kind of acceleration structure Brigade uses to accomplish this speed in animation?
(L) [2011/10/06] [viewon01] [Latest Brigade video] Wayback!A BVH I think, I think they have used (and modified) the one here : [LINK http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/]
I have also see some talks about a kind of octree... for the CPU... but I don't remember !
(L) [2011/10/06] [fursund] [Latest Brigade video] Wayback!>> viewon01 wrote:A BVH I think, I think they have used (and modified) the one here : [LINK http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/]
I have also see some talks about a kind of octree... for the CPU... but I don't remember !
Ok cool. So AFAICS no GPU BVH-building.
(L) [2011/10/06] [toxie] [Latest Brigade video] Wayback!cool vid! more details, please! [SMILEY :)]
(L) [2011/10/08] [Roeny] [Latest Brigade video] Wayback!yup, for traversal we use a heavily modified version of the aila/laine BVH
its built once on the CPU in the binding pose of the model and then refitted every frame
(L) [2011/10/08] [drr] [Latest Brigade video] Wayback!>> Roeny wrote:a video showing the animation support in Brigade 2
[LINK http://www.youtube.com/watch?v=RbxoZK6Apj8]
Why is everybody always using scenes that look they could have been z-buffered just as well instead of being generated with raytracing or global illumination? Intel and Saarland university are notorious for this too.
Why not just grab the plants or San Miguel scene from pbrt or the kitchen or classroom scene from luxrays and produce some good quality images?
(L) [2011/10/08] [Roeny] [Latest Brigade video] Wayback!>> drr wrote:Roeny wrote:a video showing the animation support in Brigade 2
[LINK http://www.youtube.com/watch?v=RbxoZK6Apj8]
Why is everybody always using scenes that look they could have been z-buffered just as well instead of being generated with raytracing or global illumination? Intel and Saarland university are notorious for this too.
Why not just grab the plants or San Miguel scene from pbrt or the kitchen or classroom scene from luxrays and produce some good quality images?
Good point.
this demo mainly shows that you can have animated stuff in Brigade, also the only change made to the original model was to tell Brigade "oh that material is now emissive". using a rasterizer or raytracer the engine would probably have to precalculate some stuff or have some data provided by an artist.
so for now the only reason why one would want to pathtrace anything is production time i guess, you can always fake everything if you spend enough time.
the video form the first post in this topic was made by 9 people in just 14 working days and a lot of spare time of course [SMILEY ;)]
that would be hard to do if lighting to this extend would have been faked using rasterizer tricks
ill upload a video of a more complex scene later
-Roeny
(L) [2011/10/10] [toxie] [Latest Brigade video] Wayback!in that case i don't agree with drr, simply as brigade is targeted at low complexity scenes, but rendering them as fast as possible (i.e. low level trickery galore).. so throwing pbrt stuff at it kinda defeats its purpose and can never fully deliver on same image quality IMHO..
(L) [2011/10/10] [sirpalee] [Latest Brigade video] Wayback!>> toxie wrote:in that case i don't agree with drr, simply as brigade is targeted at low complexity scenes, but rendering them as fast as possible (i.e. low level trickery galore).. so throwing pbrt stuff at it kinda defeats its purpose and can never fully deliver on same image quality IMHO..
Brigade is made for game developers, right?
And at the moment, an usual game scene is far beyond anything that can be seen in brigade (or anything similar) demos. There are a lot of different shaders, huge amount of textures (just look at rage or battlefield 3 for examples), and complex geometry. And with the tessellators are getting more powerful, we should except even more detailed geometry, and so on...
(L) [2011/10/10] [toxie] [Latest Brigade video] Wayback!That's obviously true.. But games rely on heavy pre-computations and low level trickery and artist work and not an out-of-the-box full GI/any scene/any material renderer.. And so far i would say that Brigade is still the best thing that could be called "made for game developers" when it comes to a full ray tracing pipeline.. After all its pretty clear that there is no solution (yet) that could replace game render engines at the same quality and performance level, also simply because game companies had ~20 years and thousands of man-years of work to get to the point they are currently with exploiting all kinds of rasterization techniques and special purpose hardware..
(L) [2011/10/10] [sirpalee] [Latest Brigade video] Wayback!toxie : I also think, that brigade is the fastest raytracer (made for developers ofc) out there, but even the mere polygon counts are much higher in any non WII / handheld game today (and not talking about textures etc). All what brigade needs are some more polygon and texture heavy scenes [SMILEY :)] . You can`t except games to use lower polygon and texture counts in the future. (except some games with special art direction, but a traditional fps or shooter is well detailed)
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