stunning realtime effects fellas, congratulations. Well next question is how dificult will be importing your algorithm in diferents 3d engines. By the way, which engine did you use for testing on this videos?
I don't understand why are you wasting processor time each frame on building SVO's out of static meshes? Is there no way to use that fast routine only for dynamic objects and then combine polygons (animated objects) with voxels (static meshes) in the final image? Looks like the're some problems with such approach but are they 'real' or just hardware/code-based? I'd love to know. Yeah and this demo is awesome, as close to real raytracing as can be so far.
@OttoMotos Reading their paper, only the hand SVO is updated every frame. Updating the static meshes takes 280ms. Lighting is injected separately. But the method they use for generating the SVOs is not the fastest approach. Other techniques based on 3D triangle rasterization directly into voxels work better for high voxel dimensions.
@OttoMotos The final image consists of just meshes. The voxels are only an internal representation for GI calculations. You need to think carefully about what you mean by 'real' and 'hardware/code-based'. Nothing you see on a computer screen is in effect 'real' - just pixels calculated based on data. Nothing more, nothing less.
@staticman0 By how the paper says it works, yes, but for glossiness to be correct on objects seen in reflections (secondary bounce glossiness), additional data will need to be stored in each voxel specifying glossiness.
This is really cool. Is the generated octree compressed in any way? Since it's linked-list style doesn't it fragment the shit out of your memory, re-allocating it every frame?
This is amazing. I've been waiting for someone to do this with voxels for years. The graphics are already more realistic than these so called "realistic" games.
This shows the same issues I've seen in other RT indirect lighting methods.
The reflected color is just way over saturated, and makes the image look worse than those without.
The other issue I see is when shown behind the colored cloths there is little or no color, the color should be strong here, as the fabric is allowing light to pass through, yet the results don't reflect it. This is where the above mentioned over saturation would be more suited.
There is actually a possibility of this technology being used on the next consoles. In fact Jon Olick stated in his SIGGRAPH08 paper a sparse voxel octree game is already possible at 720p/30hz, and that was in 2008. The real problem is content creation tools, thus far I think 3D Coat is the only tool with voxel sculpting.
As far as I understand this method is superior to Cryteks GI as it is based partially on raytracing principles, however it is still biased which means it is not the highest quality possible. Only fully un-biased raytracers can achieve this goal but they are still to slow for realtime.
Sparse Voxel Octrees enable virtually unlimited geometric complexity, games using this technology would have a massive boost in quality so hopefully something like this will be implemented in future engines.
This is beautiful! I cant wait to see this in action in upcoming games. Hopefully when implemented correctly, the effect will be noticed, but subtle enough like nature.
stunning realtime effects fellas, congratulations. Well next question is how dificult will be importing your algorithm in diferents 3d engines. By the way, which engine did you use for testing on this videos?
best regards,
moho
koke76 1 month ago
Master Hand
Mnight069 2 months ago 3
so,, now we need to buy more NVIDIA videocards and expend a lot of money... or not??
fotonyka 2 months ago
es muy real. cual sera el siguiente nivel?
Saivitron1 3 months ago
crysis pwn again
AliferLS 3 months ago
battlefield 3 fail
AliferLS 3 months ago
bonus points for giving out the specifications
Zareste 4 months ago
My n64 could do better than this!
4676CamW 4 months ago
cool aspect ratio bro
metalmario128 4 months ago
Now animate the curtains too.
Jacobsenacc 4 months ago
I don't understand why are you wasting processor time each frame on building SVO's out of static meshes? Is there no way to use that fast routine only for dynamic objects and then combine polygons (animated objects) with voxels (static meshes) in the final image? Looks like the're some problems with such approach but are they 'real' or just hardware/code-based? I'd love to know. Yeah and this demo is awesome, as close to real raytracing as can be so far.
OttoMotos 4 months ago
@OttoMotos Reading their paper, only the hand SVO is updated every frame. Updating the static meshes takes 280ms. Lighting is injected separately. But the method they use for generating the SVOs is not the fastest approach. Other techniques based on 3D triangle rasterization directly into voxels work better for high voxel dimensions.
ZanyRocket 3 months ago
This has been flagged as spam show
@ZanyRocket Any links to work on "3D triangle rasterization directly into voxels" would be appreciated. Thanks.
MightyCobraAttack 2 months ago
@OttoMotos The final image consists of just meshes. The voxels are only an internal representation for GI calculations. You need to think carefully about what you mean by 'real' and 'hardware/code-based'. Nothing you see on a computer screen is in effect 'real' - just pixels calculated based on data. Nothing more, nothing less.
ZanyRocket 3 months ago
This is the most impressive 3D graphics video I've ever seen on youtube. The only competing video in this category is the Mega-meshes by Ben Sugden.
So what's the deal here with the hardware? Are you running this on a Beowulf cluster or what?
obdeniye 5 months ago
@obdeniye From their paper: "an NVIDIA GTX 480 system with an Intel Core 2 Duo E6850 CPU".
ZanyRocket 3 months ago
Muuuum!!!!!!!
bestplugins 5 months ago in playlist Más vídeos de CyrilCrassin
Shortly after, the hand broke free of its software jail and became the epinoch of today's smash bros last boss, Master Hand.
bakahitsuji 6 months ago 2
When it comes to reflections, can the glossiness be controlled per-material?
staticman0 6 months ago
@staticman0 By how the paper says it works, yes, but for glossiness to be correct on objects seen in reflections (secondary bounce glossiness), additional data will need to be stored in each voxel specifying glossiness.
ZanyRocket 3 months ago
This is for sure best looking lighting demo.. on realtime done by a pc.
very impressive.. i would have taken out the hand and place there instead
a fully modelled character.. perhaps a medieval knight in full plate armor..
and or.. a human.. with very detailed skin using subsurface scattering.
Vann7 7 months ago
That hand is bringing back some really bad memories of the Forest and Shadow Temples.
Th3Laugh1ngMan 7 months ago
I was born too early.
Kanuuna 7 months ago
Creepy shit.
ThisIsAGreatName 7 months ago
Mr. Crassin,
This is really cool. Is the generated octree compressed in any way? Since it's linked-list style doesn't it fragment the shit out of your memory, re-allocating it every frame?
bernverdnardo1 7 months ago
25-70fps with what kind of hardware?
doobtribe 7 months ago
@doobtribe Oh and resolution?
doobtribe 7 months ago
This is amazing. I've been waiting for someone to do this with voxels for years. The graphics are already more realistic than these so called "realistic" games.
WillP999 7 months ago
glad somebody finally implemented it!
Jyggafey 7 months ago
oh those graphics. I'd like to see real time manipulation of the terrain.
dimomarg 7 months ago
That is so awesome. This would make John carmack SWOON
philbot01 7 months ago
i get a chill when the hand retracts into the darkness.
SuperMegaLoser 7 months ago
this is great. congrats!
dominicjan 7 months ago
WOW, just wow. I've wanted to see this happening in real-time at this quality for years! Totally exciting :)
cdarrsse 7 months ago
Now this is high-quality graphics porn.
Kalawan88 7 months ago 3
This shows the same issues I've seen in other RT indirect lighting methods.
The reflected color is just way over saturated, and makes the image look worse than those without.
The other issue I see is when shown behind the colored cloths there is little or no color, the color should be strong here, as the fabric is allowing light to pass through, yet the results don't reflect it. This is where the above mentioned over saturation would be more suited.
wasamonkey 7 months ago
Simply beautiful
Valendian2009 8 months ago
Wow! Congrats guys! Can you come up with a way for it to anti-alias the edges?
Aoleon 8 months ago
The model for the structure, is that freely available?
chrislittle1986 8 months ago
I predict it will be about 15-20 years before we begin to see this in action in video games.
Superpiper123 8 months ago
@Superpiper123
There is actually a possibility of this technology being used on the next consoles. In fact Jon Olick stated in his SIGGRAPH08 paper a sparse voxel octree game is already possible at 720p/30hz, and that was in 2008. The real problem is content creation tools, thus far I think 3D Coat is the only tool with voxel sculpting.
1776Phoenix1986 8 months ago
@p1370r
As far as I understand this method is superior to Cryteks GI as it is based partially on raytracing principles, however it is still biased which means it is not the highest quality possible. Only fully un-biased raytracers can achieve this goal but they are still to slow for realtime.
1776Phoenix1986 8 months ago
Sparse Voxel Octrees enable virtually unlimited geometric complexity, games using this technology would have a massive boost in quality so hopefully something like this will be implemented in future engines.
1776Phoenix1986 8 months ago
Awesome. Now if only Crytech will learn to make fun games to go along with their tech.
JeanetteTherese 8 months ago
Very impressive.
KevinHarper3DArtist 8 months ago
Sadly, we wont see these graphics in almost any game until the next console generation rears it's ugly low fidelity head.
4strength4stamina 8 months ago
this is beautiful
JonoScarbridge 8 months ago
Oh man, I've been waiting for real time radiosity on this level for so long. This will make games look incredible!
l2ic3 8 months ago
sooooo coooool
Zlopras 8 months ago
This is beautiful! I cant wait to see this in action in upcoming games. Hopefully when implemented correctly, the effect will be noticed, but subtle enough like nature.
IknowWhatImherefor 8 months ago
This so mind bogglingly awesome. Brilliant work. Deep respect for the geniuses involved.
marcusklaas 8 months ago
real tiem Gi that will be a massive improvement in real time game engines!
Theicemonkeyjr 8 months ago
That is really cool. Can't wait to see it integrated in a game or 20.
darksaiyan2006 8 months ago
I remember seeing that scene in a CryEngine 3 demonstration. +_____+
GOOB3000 8 months ago
truly amazing
LetsMakeFans 8 months ago
thats really awesome!
destructor1996 8 months ago
The hand freaks me out!
Lontokka 8 months ago 86
@Lontokka WHy?
FOGoticus 7 months ago
awesome !
OBOGAN 8 months ago
Will you post your Siggraph 2011 presentation online, for those who couldn’t have come?
Govadina 8 months ago 3
Beautiful!
reallybigname 8 months ago 35