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#26 |
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Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 426
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That's pretty neat that they trace voxels. It's probably also useful for other things to have a voxelized representation of the scene. I wonder how much time they spend per-frame voxelizing things.
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#27 |
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Junior Member
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Would their GI implementation be closer to what Ubisoft is doing with Far Cry 3 PC or is this steps above that as well?
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#28 |
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Member
Join Date: Aug 2005
Posts: 278
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Apparently this new GI technique also handles AO natively and is shockingly close to path tracing..only instead of tracing rays, it's tracing cones of various sizes depending on the needs and accuracy one desires. For specular the cones need to be narrow, for diffuse very wide.
It looks like Epic is actually ahead of Crytek now in their lighting method with their relatively accurate reflections, GI, and AO all in one algorithm! http://blog.icare3d.org/2012/05/gtc-...ed-sparse.html |
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#29 |
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Senior Member
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Yea, the AO looks much more precise than all the screen-space methods out there. Finally a good looking real-time implementation.
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#30 |
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Member
Join Date: May 2005
Posts: 378
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Watching the presentation about the octree-based sparse voxelization for real time global illumination, when he reaches around 15:40 there's an odd "nvidia only" written with regards to the atomicadds and im no programmer, but i was under the impression that AMD/ATI is capable of such as well (isn't it a requisite for directx11 compliance?). And what do they mean by native?
Is there anything regarding AMD's 7xxx architecture that would pose a problem to this technique? Edit: Apologies for my naivety regarding the questions/curiosity in the matter, but wanted to add that from a common consumer point of view, reading stuff like that casts doubt on short-med term regarding the features of current competitor products, even more so considering how popular unreal engine was, is and will be. So any light on the matter from knowledgeable people is very appreciated. Last edited by doob; 10-Jun-2012 at 12:45. |
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#31 | |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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Quote:
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#32 |
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Member
Join Date: May 2005
Posts: 378
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Would those workarounds lead to meaningfull performance impact to the point of unplayability? Can you or someone else try to guess-estimate(guessing appart from epic itself, pretty hard to do, anyway just in case it is, roughly) the performance hit with best case scenario/workaround if say NVidia was rendering a scene at 30fps relative to AMD?
Last edited by doob; 10-Jun-2012 at 15:37. |
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#33 |
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Senior Member
Join Date: Feb 2002
Posts: 2,020
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Epic probably implemented the algorithm differently. Especially since that presentation was very recent. It's probably pointless to guess and extrapolate that to UE4 performance.
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#34 |
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PM
Join Date: Dec 2002
Posts: 1,374
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Even with atomics, the quoted performance was 16 FPS @ 1920x1080 with a GTX 680. I'm guessing that is without any actual game code running as well. That isn't really viable for actual games today or even the near future. Maybe for the Maxwell generation though...
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#35 |
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Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 426
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*deleted*
Last edited by MJP; 10-Jun-2012 at 22:21. |
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#36 | |
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Member
Join Date: Oct 2004
Posts: 705
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Quote:
Shadow rendering might be nice as well, either direct tracing or rendering lot's of shadow maps in one pass. Last edited by jlippo; 11-Jun-2012 at 08:20. |
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#37 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Latest Voxel stuff I saw when I was looking up voxels and SVO earlier this year was :
http://maverick.inria.fr/Membres/Cyril.Crassin/ Been thinking about using SVO in a game, but can't really figure out whether it would be a win (memory, perf or quality wise) with a rasterizer. (Also assumed it was linked to Carmack's idea of "MegaGeometry"[probably means virtual geometry like virtual textures], but I found other ways to do the same with vertices.)
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So many things to do, and yet so little time to spend... |
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#38 |
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Junior Member
Join Date: May 2005
Location: MS, USA
Posts: 51
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I was kind of expecting more discussion here. I mean, the voxel cone tracing algorithm is awesome. It's clever and efficient and now it's implemented in what's probably the most licensed game engine. Seems like a big deal to me.
Anyway, there are a few things here that haven't come up yet that I'm curious about people's impressions of: 1) Tessellation. Obviously the mountains scream it and the main character's spikiness looks obvious, but are these displacement maps on conventional meshes? Are they using any higher order surfaces in general? It doesn't look like it to me. 2) Textures. There isn't a mind-blowing amount of texture detail here so its hard to say if there's any virtualized texture tech being used - at least nothing beyond ue3. 3) AA. No jaggies visible to me in either video. Most likely MSAA but the shader aliasing looks solid as well. It's hard to say from a youtube video. 4) Light emitting particles. I've looked at this a few times and I can't really figure out if the particles are emitters in the GI solution. The room with the 'ice' particles does turn blue but it's hard to say if that's light from the sphere that's generating them or the particles themselves. The mass of them in the 'fire' element doesn't seem to be reflected in the lighting around the room to me. 5) How is that lava flow being handled? Looks like a pretty solid (not perfect but solid) fluid sim to me. Pretty cool if it's generalized and they can just drop a fluid in there like that. That's about all I got. |
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#39 | |
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Member
Join Date: May 2005
Posts: 378
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Quote:
Now how did they achieve it at acceptable performance (guessing around 30fps)? Maybe by trading off precision/quality for performance. The other presentation on NVidia does mention when talking about the glossy reflections that lowering the resolution/precision/ammount of specular reflection cones gives performance increase. Perhaps that was one way they achieved it for UE4 elemental demo. Last edited by doob; 11-Jun-2012 at 19:37. |
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#40 | |
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PM
Join Date: Dec 2002
Posts: 1,374
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Quote:
And yes, game code will still slow it down. It's nice; I just don't expect to see it really used in titles for a few years.
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#41 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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Didnt want to start a new thread for this :
This video is from a Square Enix Real Time tech demo to demonstrate the capabilities of their new, "Luminous," engine.
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#42 | |
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Member
Join Date: Jul 2005
Posts: 684
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Quote:
2) Indeed, texture quality is also surprisingly low. 3) Jaggies are everywhere is you watch the firect feed video provided by NVIDIA (.MOV file on Geforce.com) and the original non shopped screenshots. 4) The particle system is all over the place IMO. First it's fairly apparent that what was shown was nothing more than NVIDIA's APEX Turbelence (http://developer.nvidia.com/apex-turbulence) which was alreacy showcased at GDC 2012 in UE3. The other physics based effects where also done via PhysX according to Tim Swenney. So no really Epic tech here it seems unfortunitelly. You will also notice that ther's no AO (Ambiant Occlusion) at all in the demo. Seems like lights emmited by the particles have no effect on the GI solution right now. 5) Once again: most probably NVIDIA PhysX. |
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#43 |
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Member
Join Date: Jun 2006
Posts: 324
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The red particles look somewhat akward on that video, specifically in the 0:44 -0:47 mark. Aside from that, i think it looks really good.
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Gone with the wind...... Last edited by Angelcurio; 12-Jun-2012 at 04:22. |
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#44 | ||
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Member
Join Date: Jun 2012
Posts: 268
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Quote:
Quote:
If well done it could make it hard to tell when the high detail screen space trick ends and the softer world space correct occlusion begins. |
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#45 | |
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Member
Join Date: Oct 2004
Posts: 705
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Quote:
If the cone is wide they do not have to trace so deep in the voxel tree and sample as much, so it ends up faster than tracing a tight cone. |
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#46 | |
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Junior Member
Join Date: May 2005
Location: MS, USA
Posts: 51
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Quote:
The geometry detail looks alright to me. It's obviously selective displacement mapping though. Such as the main character verses the bricks on the stairs. |
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#47 | |
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Junior Member
Join Date: May 2005
Location: MS, USA
Posts: 51
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Quote:
Thanks for the turbulence links. I agree with you, that is what it looks like. I wouldn't expect them to use each particle as an emitter but putting a colored line source light along the particles' vector field attractors (what they look like to me, not sure what they're really called) would be an easy solution that would probably fit with the voxel lighting system. I don't think it's a major knock against them that these are NVIDIA technologies. They're pretty cool and it's nice to see it integrated into unreal engine. I'm disappointed to hear about the jaggies, though. I was hoping that would be the first place we would start with graphics this generation. |
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#48 | |
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Registered
Join Date: Jun 2007
Posts: 2
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This might explain the current lack of AA:
Quote:
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#49 |
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Junior Member
Join Date: Dec 2006
Posts: 28
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What bothers me more than the low texture resolution is the fact that it's 2012 and we're still using linear interpolation for texture filtering.
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#50 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,841
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What do you want to be using? Bicubic? That's obviously only going to make much difference for mag filtering, which is only relevant when you *are* using low texture resolution.
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The content of this message is my personal opinion only. |
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