XxStratoMasterXx
Regular
I really cant wait to see all the approximations of Radiosity, and then ultimately, arbitrary unconstrained radiosity in games!
Unreal Engine 5 perhaps?
Unreal Engine 5 perhaps?
compres said:LOL
Very funny indeed. I would like to add though that Sweeny's engines have always been better in my mind.
I'll take the unreal engine over quake any day, and the last engine from Carmack, is nice on paper, but fails to impress me when I play Doom 3, hopefully it gets better afterwards.
So I call Tim is at the very least on the same league as Carmack. Not below.
There's mutual professional respect. That was 5 years ago. It hasn't changed as far as I know.So I call Tim is at the very least on the same league as Carmack. Not below.
I never would've know if you hadn't told me... oh wow...XxStratoMasterXx said:Hey did you know Carmack spelled Sweeney's name wrong ;-)
Tim Sweeney said:Realtime radiosity will eventually be possible. You could implement physically inaccurate single-bounce approximations right now just by precomputing per-object irradiance; 15 years from now there will certainly be enough CPU and GPU power to implement arbitrary unconstrained radiosity. In the meantime, I expect we'll see a variety of approximations emerge.
DeanoC said:What Tim probably means by single-bounce approximations is a short-cut to one aspect of GI.
...
There are ways of approximating this first bounce without the doing proper GI. For many surfaces only the first bounce really matters anyway as most energy is absorbed (obviously not true for polished mirror surfaces).
Thats what I expect he means anyway
XxStratoMasterXx said:compres said:LOL
Very funny indeed. I would like to add though that Sweeny's engines have always been better in my mind.
I'll take the unreal engine over quake any day, and the last engine from Carmack, is nice on paper, but fails to impress me when I play Doom 3, hopefully it gets better afterwards.
So I call Tim is at the very least on the same league as Carmack. Not below.
Well the art assets, and minnimum system requirements made Doom not look so hot. However "Engine" and "Game" in terms of "Graphics" are wholly different matters.
To be honest, I think UT2004 looks better than FarCry. Is the engine more sophisitcated? No! It's all in how the developer uses it.
I've found, from a mapping standpoint, Unreal Engine's are very elegant and work very well
Hmm .. say you have static lightmaps ready .. what if you render those lightmaps as projected textures on dynamic geometry , projecting it from the original surface ? Wouldnt that be a pretty rough approximation of that first-bounce technique ..suicuique said:There are ways of approximating this first bounce without the doing proper GI. For many surfaces only the first bounce really matters anyway as most energy is absorbed
suicuique said:Ahh. That makes Sense.
But this would not be "real time radiosity" in the traditional sense, would it?