Quake 2 Realtime GPU Pathtracing

Discussion in 'Rendering Technology and APIs' started by monstercameron, Aug 3, 2017.

  1. monstercameron

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    Update Log

    August 2017
    • Improved sampling with blue noise dithering and Halton sequence sample points.
    • Added TAA (temporal anti-aliasing) using raytracing to detect disocclusions, rather than colour history or G-buffer data.
    • Added support for moving lightsources attached to level objects such as elevators.
    • Added bump mapping, with bumpmaps generated on start-up from diffuse texture brightness.
    • Added Simple Reinhard tonemapping with exposure control, and a gamma correction parameter.
    • Added specular reflections of light sources and indirect lighting.
    • The player's own weapon no longer casts shadows on the level geometry (it can still receive shadows, and it still casts shadows on itself).
    • Fixed a significant slowdown caused by GL buffer usage flags, in relation to dynamic entity lights.
    • Added more console variables.
    • Fixed numerous minor bugs.

    https://github.com/eddbiddulph/yquake2/tree/pathtracing
     
    Cyan, pharma, DavidGraham and 5 others like this.
  2. milk

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    Did you do this? Great work if so. Do you plan on future features?
     
  3. Infinisearch

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    Most quake2 path tracers I've seen on youtube are much darker than this, are they/you using ambient lighting?
     
  4. monstercameron

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    None of this is my work, just wanted the spread the work Edd has done on his project.
    http://www.twitter.com/eddbiddulph
    Follow him and ask for his plans.
     
    Cyan and BRiT like this.
  5. Scott_Arm

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    Been reading a bunch about path tracing. This is very cool.
     
  6. Infinisearch

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    Have you taken a look at otoy's brigade renderer?
     
  7. Scott_Arm

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    A little bit. Yah.
     
  8. Infinisearch

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    Are you more interested in the theory or products?
     
  9. Scott_Arm

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    Theory. I just like to understand how things work.
     
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