Added: 3 years ago
From: noizekolor
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  • Can someone give me some results on a modern card (A gtx 580 would be best) I need to know how the framerate has improved with the new technology before I implement this

  • If you were to use this in combination with a screen-space technique (see Approximating Dynamic Global Illumination...) you'd be able to create the large and small scale lighting details that would be lacking if you used one of these techniques separately.

  • @DjDiablock no they use light propagation volumes which use RSMs for VPL generation. Their occlusion computation doesn't use ISMs.

  • Comment removed

  • @buzinaocara Read the paper...

    No it doesn't, it uses shadow maps, yes the geometry can be dynamic.

    Not sure if they implemented it, but yes, it's easily possible to do color bleeding.

    Objects can most certianly cast shadows on themselves, once again, they're shadow maps.

  • woah waoah woah is this all real time?

    even if its not can some explain a bit of concept behind this?

  • this is real time. im not a pro and i dont program but from what i know, each spotlight launch several VPL wich capture data from the surface the vpl hit and from the view. wich say wich part is in indirect light or not (and this do indirect shadow).

  • AWESOME, finnaly a technique that cover indirect shadow, indirect lighting AND color bounce.

    note: at 0:33 , SSAO could have improved the scene a lot...the pillar base look very flat.

  • mirror´s edges haven´t this ... rookie .. its pre baked GI not more

  • very, very nice.

    Good work!

  • thats really impressive

  • most of mirrors edge's graphics were pre-baked

  • @invisible0tom - Exactly. Also, if you play GTA IV you'll notice that when you go to a shadowy place Niko seems bland and flatly shaded. There doesn't seem to be any form of true indirect lighting in that game, but still the graphics were miles ahead from the Renderware-powered GTA games.

  • Mirror's edge uses a lightmapping system made my illuminate labs.

  • its would not be good for games like crysis and farcry but good for games like splinter cell

  • realtime indirect area shadows ???!!!

    WOOOOOOOOOOOOOOOOOOOOOOOOOOOOO­OOOOOOOOOOOOOOOW

  • Is there a downloadable demo somewhere?

  • but will it blend?

  • that is the question

  • dont breathe this

  • Whoa.

    Realtime Global Illumination, here we come!

  • awesome

  • pretty sweet man

  • Wow, this is really impressive. Didn't think realtime GI on this scale would be possible on current graphics hardware, until I saw this. Would you be able to provide a link to a more detailed paper?

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