There's also good quality versions of the video and walk through.Screenshots in normal resolution - http://www.geforce.com/whats-new/ar...-next-gen-gtx-680-powered-real-time-graphics/
I am pretty sure their SVOGI is based on Cyril's OBSVRTGIAlso confirmation about voxel cone tracing.
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?
I wouldn't be surprised if they use the information for particle collisions and such.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.
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...
Doesn't really matter, even 30 fps on a GTX680 isn't really usable (b/c most people don't have a 680+). I expect it will be some time before that level of performance is considered average, at least another node shrink.Now how did they achieve it at acceptable performance (guessing around 30fps)? Maybe by trading off precision/quality for performance