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#1 |
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Senior Member
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Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#2 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,030
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Either the volume's nearly nonexistant or there's no audio track whatsoever. I can't hear a bloody thing.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#3 |
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Senior Member
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Works just fine for me.
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"Well, you mentioned Disneyland, I thought of this porn site, and then bam! A blue Hulk." —The Creature My (currently dormant) blog: Teχlog |
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#4 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,898
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Me too. Very interesting ... Makes me feel a tiny bit smart, as someone who only reads and things about this stuff and never really has an opportunity to actually do something with it, I've always thought that knowing for every pixel what poly it hit, at what distance and what it's properties (starting with RGB and Alpha) are could be a huge boon for a number of things, including complex, high quality transparancy. But it looks like you can use it for far more than I imagined.
It's something you need a lot of power and memory for, but the rewards seem tremendous. I think you could do a lot with this for physics as well. |
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#5 |
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Junior Member
Join Date: Nov 2011
Posts: 16
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That ambient occlusion did seem neat, until I actually started thinking about it a few hours later. And the problem is that the worst case scenario for that is unsolvable. As in, any and every time your temporal coherence well, isn't, then your game simply crashes performance wise because you are doing 256 rays (or whatever your max is) per pixel and there goes everything.
Examples: That building collapses, Bugger! A fast moving vehicle (or anything) eclipses the scene, Bugger! You turn around really fast, Bugger! A bunch of anything is moving on the scene almost at all, Bugger! I.E. anything that moves relative to the camera is a "hole" and crashes performance. Heck, anything moving at all creates holes everywhere, as your previous solution is now potentially invalid. As presented the technique is totally useless for games. But could be neat for modeling scenes and getting results back quickly, and is of course a neat experiment. |
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#6 |
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Junior Member
Join Date: Aug 2006
Posts: 19
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That should not necessarily be such a big issue, as it would be possible to use a significantly lower number of rays in fast movement spaces.
Sure, it would then take a few frames for the solution to converge, but in case of fast motion combined with motion blur, it might be a good idea. |
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#7 | |
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Member
Join Date: Jun 2012
Posts: 268
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Quote:
All that seems too hacky to be pratical though. |
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#8 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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in the video he says they came 2nd at assembly I cant find the demo
anyone have a link ? edit: found it http://www.scene.org/file.php?file=%...z.zip&fileinfo ps: its dx9 edit 2: it crashes for me
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#9 |
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Member
Join Date: Jan 2010
Posts: 117
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Here is secret DX11 demo he had talked about - http://www.pouet.net/prod.php?which=59615
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#10 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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you sure ?
he said they came second,your link is for the winner. plus thats not from fairlight
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#11 |
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Member
Join Date: Jan 2010
Posts: 117
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For sure. Just compare text at 2 min of demo to one from this part of presentation
Last edited by OlegSH; 12-Aug-2012 at 20:35. |
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#12 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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Ahh, no
the demo he talks about between 4:50 and 5:05 of the video "add them all together and you come up with something good enough to come 2nd at assembly, but not first" in your part of the video he says its from the new demo and the competition hasn't started yet and "this is a sneak preview"
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#13 | |
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Member
Join Date: Jun 2008
Location: Copenhagen
Posts: 555
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Quote:
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#14 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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yes..
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#15 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,841
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Quote:
Temporal reprojection can sometimes work ok for anti-aliasing since normally in the cases where it falls apart you have motion blur to cover the aliasing. But even then, throw any temporal algorithm in a forest with high frequency foliage everywhere and watch it completely break down. I'm a little sceptical of algorithms that including temporal reprojection as part of their "advertising". I can do an arbitrary amount of work if I'm willing to let the screen sit there for seconds at a time. Hell real-time path tracing can get pretty decent results in such cases Haven't watched the video yet though so perhaps there are good ideas in there. Was just commenting on the general concept of using temporal reprojection to "hide" the real performance of an algorithm.
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The content of this message is my personal opinion only. |
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