not bad. I have this hunch that spread out light is better handled as propagated folded geometry. as opposed to sampling/photon scatter. but it might not be faster
@BCEMCOCATb Ah! LOL my bad. It's just more common that people use fps. It's a long time ago that people have used the correct term "Hz" for the frames per second. ^^
@Phygar1 "Please keep in mind that this is research code released to further scientific and progress. ... There is no warranty on the code, so use it at your own risk. Although the algorithms and data sources are fully described in the paper, we cannot release the full project or data files directly for intellectual property reasons. All code is copyright 2009 Morgan McGuire, all rights reserved."
Natural selection 2 assets? wait, is this tech in NS2?
xalener 4 months ago
bad shadows, looks like its all floating
Capeau 9 months ago
@Capeau it is not about shadows or polygons or artistic look. It is a technical demonstration of HA Global Illumination implementation.
BCEMCOCATb 9 months ago 7
With direct illumination only, this looks a whole darn lot like Doom 3.
HeartAttack1990 1 year ago
@mrJv2k7
Correct me if I'm wrong, but I believe this is what AO is trying to approximate.
phoenix13nl 1 year ago
cool! throw in some AO and bigger textures and you've got a winner :D
mrJv2k7 1 year ago
not bad. I have this hunch that spread out light is better handled as propagated folded geometry. as opposed to sampling/photon scatter. but it might not be faster
DanFrederiksen 1 year ago
This is extremely cool! Great demo
Kiliankoe 1 year ago
ахахахахаха, чувак, стелишь!
dron48 1 year ago
Amazing Idea, well done!
Вы профессионалы, или любители?
Zakum90 1 year ago
submitted to DIGG, thanks REDDIT!
neocon70 1 year ago
nice! cornell ftw.
beliebigerusername 1 year ago
Great work!
triph 1 year ago
I guess in its current form it could be only usable in inside levels. But anyway its incredible how well this seems to work.
Morgius87 1 year ago
awesome :D finnaly some good lighting
kniesehne 1 year ago
Better Title: Low-Res GPU based Ray Tracing That Doesn't Suck
nitrusoxyde 1 year ago
Really only 26 Hz? Or do you mean GHz? That sounds more realistic.
TrickyEmu 1 year ago
@TrickyEmu You probably are confusing it with CPU or GPU clocks. 26 Hz is a refresh rate, in other words FPS.
BCEMCOCATb 1 year ago 23
@BCEMCOCATb Ah! LOL my bad. It's just more common that people use fps. It's a long time ago that people have used the correct term "Hz" for the frames per second. ^^
TrickyEmu 1 year ago
@TrickyEmu LOL
KryptosV2 1 year ago
You planning on licensing this in the future? Can I expect to be seeing your engine in games?
Phygar1 1 year ago
@Phygar1, I am just an uploader. There's a link to their official site in info to this video.
BCEMCOCATb 1 year ago
@Phygar1
It's look like the natural selection 2 (Spark Engine) open source :D
The alpha is released tonight ! :D
sifory 1 year ago
@Phygar1 "Please keep in mind that this is research code released to further scientific and progress. ... There is no warranty on the code, so use it at your own risk. Although the algorithms and data sources are fully described in the paper, we cannot release the full project or data files directly for intellectual property reasons. All code is copyright 2009 Morgan McGuire, all rights reserved."
oObsi 1 year ago
Holy shit.
DarkCybrid 1 year ago
That's some cool shit.
AniCator 1 year ago