*rename* Real-time Lighting Solutions (Enlighten, Lightmass, LPVs etc)

D3B

Banned
Here is a video showing its new lighting.

Gary Lewis, CEO, Geomerics: “This video succinctly showcases exactly what we’re trying to do with real-time radiosity. As we prepare for the most important conference for the global video game development community, we wanted to give people a taste of what Enlighten is going to be able to do and, crucially, how easy it will be to get the Enlighten SDK to do it.”

http://www.thatvideogameblog.com/2008/02/05/revolutionary-real-time-lighting-solution-anyone/
 
Fantasy Lab hasn't been updated in ages. If they're competing with a plugin lighting engine, they're doing a lousy job about it!
 
Yeah id looked at their website the other day and was very underwhelmed, I thought either these guys dont really have alot or they have alot to hide.

*shrug*
 
Turtle/Beast is static lighting. Spends a lot of time on a finished level, produces lightmaps (or something a bit more complex, but essentially static). You can't move lights in the result.

Geomerics is relighting. Spends a lot of time on a finished level, produces something which then can be used to move the lights around cheaply.
 
Epic will present its new lightning technology "lightmass" at GDC09:
http://www.edge-online.com/news/new-unreal-engine-features-gdc
Do yiou think that will be indeed geomeric tech under disguise? I remember reading that geomeric and Epic signed a agreement sometime ago.

So they're finally returning to their original shadow system? That was one of the cool features on the early tech demos of UE3 but it was removed : /

http://www.youtube.com/watch?v=1m7T5ay_8DI# (at 1:02)
 
Extremely impressive in fact. Some artifacting in a couple spots, but hopefully just a result of this being a simple demonstration.

So the entire 3D rendering ran on a Gulftown CPU (which would make it very impressive from a speed point of view), or the 3D accelerator draws the scene, the CPU just lights it and then the result is somehow composited together...or what? :)

I particulary like how light can pass through arbitrarily shaped openings. No more need to project a pre-rendered lightmap for things like grilles around a light source (such as the rotating fans seen here and there in Doom 3 for example).
 
There will be a short Geomerics/DICE presentation at siggraph next week.
I don't think anything will be announced but it should give a bit of insight into how stuff works. It won't be as showy as that vid' though.
 
It looks good, but has there been any confirmation if it provides directional information as well?
I haven't seen single scene with strong normal maps in their demonstrations.
 
I wonder if there's any perceptible lag with so much seemingly happening on the CPU before it fires off to the GPU?
 
It looks good, but has there been any confirmation if it provides directional information as well?
I haven't seen single scene with strong normal maps in their demonstrations.

Yes, configurable levels.

I wonder if there's any perceptible lag with so much seemingly happening on the CPU before it fires off to the GPU?

Depends on the solve time and how much recursive light bouncing you want.
 
It's dynamic as far as light source and camera goes ... but there is still a huge amount of pre-processing AFAIK. Dynamic objects will interact with the solution in a simplified way AFAIK.

Which would mean that fully destructible geometry is right out.
 
It looks beautiful. The simulated torch-walk was stunning. Are there any intentions to release this as a plugin for StudioMAX/Maya? The UE3 results weren't looking as impressive as the tech demo, which I presume is the adjustable quality coming to play. And yes, it lokos like it doesn't properly light objects in the same way, so the girl wasn't properly lit at all. Still, that's asking a great deal for realtime GI on everything! The fact it can do it so impressively with the scenery is a big step forwards.
 
It's dynamic as far as light source and camera goes ... but there is still a huge amount of pre-processing AFAIK. Dynamic objects will interact with the solution in a simplified way AFAIK.

Which would mean that fully destructible geometry is right out.

There is preprocessing, yes. Fully dynamic radiosity really isn't doable on the current generation of consoles, at least not to any sort of quality level. The problem is the CPU / memory / bandwidth restrictions are very tight.

It looks beautiful. The simulated torch-walk was stunning. Are there any intentions to release this as a plugin for StudioMAX/Maya? The UE3 results weren't looking as impressive as the tech demo, which I presume is the adjustable quality coming to play. And yes, it lokos like it doesn't properly light objects in the same way, so the girl wasn't properly lit at all. Still, that's asking a great deal for realtime GI on everything! The fact it can do it so impressively with the scenery is a big step forwards.

I 'm not aware of any intentions to release a 3D content plugin.

The Unreal video was very early integration (It's what I've been working on the last ~6 months), so that map that is shown was very raw (what was shown is all the same map, except the modified DM_DECK at the end). As always, a lot comes down to art with these things, the first parts of the demo showed simple box corridors. It's amazing how much better it looked with a few decals and post processing tweaks :mrgreen:
For example, the map now is properly setup for indirect specular, which adds quite a lot to the feel of the level. It doesn't do any streaming either, so it's relighting the entire level every frame too.

The runtime memory usage is also way down since that video, which is obviously good news for the consoles.
 
For example, the map now is properly setup for indirect specular, which adds quite a lot to the feel of the level. It doesn't do any streaming either, so it's relighting the entire level every frame too.
Impressive,I really look forward seeing more of the tech now. :)
 
The Unreal video was very early integration (It's what I've been working on the last ~6 months), so that map that is shown was very raw...
So what options are there for performance compromises/scalability? Is there a lot of precomputer stuff you can do to increase quality aat a cost of memory or such, and then the option to run more samples using more processing performance? How much 'room' on an XB360 or PS3 does it take within UE3, such that we can have a guess at what results will be?
 
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