Dreams is still a WIP. That's Alex's latest idea quickly thrown into the mix.It seems Dreams use Voxel for occlusion(page 139)
No. They explored various techniques including volumetric lighting, but the current engine uses splats and basic lighting techniques. The clouds are rendered to a G buffer and rendered conventionally -Is it similar to The Tomorrow Children? http://fumufumu.q-games.com/archives/Cascaded_Voxel_Cone_Tracing_final.pdf
Alex Evans said:I should at this point pause to give you a rough outline of the rendering pipe - it’s totally traditional and simple at the lighting end at least. We start with 64 bit atomic min (== splat of single pixel point) for each point into 1080p buffer, using lots of subpixel jitter and stochastic alpha. There are a LOT of points to be atomic-min’d! (10s of millions per frame) Then convert that from z+id into traditional 1080 gbuffer, with normal, albedo, roughness, and z. then deferred light that as usual.
Then, hope that TAA can take all the noise away.
I don't think so. The spatial representation is CSG based. These are evaluated into the distance fields which produce the point clouds which produce the splats. I'd have to read it a second time to get my head fully around the final representation (a cloud of clouds of point clouds). I'm not sure how UD worked.Looking through those slides with my very limited technical ability, it kind of reminds me of those "unlimited detail" videos from a while back. Is it a similar technology?