Added: 8 months ago
From: CyrilCrassin
Views: 46,082
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  • 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

  • Master Hand

  • so,, now we need to buy more NVIDIA videocards and expend a lot of money... or not??

  • es muy real. cual sera el siguiente nivel?

  • crysis pwn again

  • battlefield 3 fail

  • bonus points for giving out the specifications

  • My n64 could do better than this!

  • cool aspect ratio bro

  • Now animate the curtains too.

  • 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.

  • 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 From their paper: "an NVIDIA GTX 480 system with an Intel Core 2 Duo E6850 CPU".

  • Muuuum!!!!!!!

  • Shortly after, the hand broke free of its software jail and became the epinoch of today's smash bros last boss, Master Hand.

  • When it comes to reflections, can the glossiness be controlled per-material?

  • @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 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.

  • That hand is bringing back some really bad memories of the Forest and Shadow Temples.

  • I was born too early.

  • Creepy shit.

  • 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?

  • 25-70fps with what kind of hardware?

  • @doobtribe Oh and resolution?

  • 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.

  • glad somebody finally implemented it!

  • oh those graphics. I'd like to see real time manipulation of the terrain.

  • That is so awesome. This would make John carmack SWOON

  • i get a chill when the hand retracts into the darkness.

  • this is great. congrats!

  • WOW, just wow. I've wanted to see this happening in real-time at this quality for years! Totally exciting :)

  • Now this is high-quality graphics porn.

  • 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.

  • Simply beautiful

  • Wow! Congrats guys! Can you come up with a way for it to anti-alias the edges?

  • The model for the structure, is that freely available?

  • I predict it will be about 15-20 years before we begin to see this in action in video games.

  • @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.

  • @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.

  • 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.

  • Awesome. Now if only Crytech will learn to make fun games to go along with their tech.

  • Very  impressive.

  • Sadly, we wont see these graphics in almost any game until the next console generation rears it's ugly low fidelity head.

  • this is beautiful

  • Oh man, I've been waiting for real time radiosity on this level for so long. This will make games look incredible!

  • sooooo coooool

  • 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.

  • This so mind bogglingly awesome. Brilliant work. Deep respect for the geniuses involved.

  • real tiem Gi that will be a massive improvement in real time game engines!

  • That is really cool. Can't wait to see it integrated in a game or 20.

  • I remember seeing that scene in a CryEngine 3 demonstration. +_____+

  • truly amazing

  • thats really awesome!

  • The hand freaks me out!

  • @Lontokka WHy?

  • awesome !

  • Will you post your Siggraph 2011 presentation online, for those who couldn’t have come?

  • Beautiful!

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