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.
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).
@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.
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?
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
shakemyass9878 5 months ago
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.
WhiteDragon103 1 year ago
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this tehnology used in Crysis 2
DjDiablock 2 years ago
@DjDiablock no they use light propagation volumes which use RSMs for VPL generation. Their occlusion computation doesn't use ISMs.
KRIGSSV1N 1 year ago
Comment removed
buzinaocara 2 years ago
@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.
crapmaker6 6 months ago
woah waoah woah is this all real time?
even if its not can some explain a bit of concept behind this?
intensenex 2 years ago
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).
mat967 2 years ago
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.
mat967 2 years ago
mirror´s edges haven´t this ... rookie .. its pre baked GI not more
Independentsoul85 2 years ago
very, very nice.
Good work!
Mofmir 2 years ago
thats really impressive
commanderkeen85 2 years ago 2
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mirror's edge have this
RiptorSLO 2 years ago
most of mirrors edge's graphics were pre-baked
invisible0tom 2 years ago 16
@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.
blakegriplingph 6 months ago
Mirror's edge uses a lightmapping system made my illuminate labs.
DEElekgolo 2 years ago 2
its would not be good for games like crysis and farcry but good for games like splinter cell
hitachi654 2 years ago
realtime indirect area shadows ???!!!
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW
ELS01X 2 years ago 4
Is there a downloadable demo somewhere?
3dchris89 2 years ago 8
but will it blend?
eyhexs 3 years ago
that is the question
pheaktor 2 years ago
dont breathe this
FireForFreezing 2 years ago
Whoa.
Realtime Global Illumination, here we come!
MadsterV 3 years ago 4
awesome
Westonci 3 years ago 3
pretty sweet man
gleneth00 3 years ago 3
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?
bobstatesman 3 years ago 2