I have seen multiple demo's showing global illumination, but its always just tech demos. I haven't seen an outdoor scene with tons of shadow casting objects that stretch back for a kilometer yet, like what would be seen in the open world games. Also, how well does the lighting engine scale down for distant areas where the same amount of detail is not needed? Any games planning on picking up this lighting engine? Looks great, but practicality usually eliminates these techniques.
Ah finally good lighting in games. Really this is all that's needed in modern games to make them seem photorealistic. Model quality and texture quality already far exceeds what's needed to make things look real, it's the lighting that's lacking.
That's amazing! I wonder whether it just get's the color of the lighted materials and creates dynamic omni lights with the same color,and soft shadows,witch I see,are no problem here.
it looks really good for a game engine of course, but still lacks the realism of the raytraced or unbiased global illumination, i would like to work with this type of previs before i render
It looks fine, however I think it will die with more bleeding lights and more complex scenes. But it could be used for the main light, together with other non bleeding, smaller, less important lights. :) Nice!
My AMDx2 4200+ with a x1900 xt and 2048 RAM as a average score of 70 fps on the demo and this on a small map with no AI, physics or game logic so it indeed need good hardware to run.
Can somebody confirm if this is basically just a real-time version of the Radiosity lighting technology used in Half-Life 2? Also what kind of processing power does this require? How soon will it be feasible to implement technology like this in modern games?
Sorry about all the questions, I'm just really keen to learn more about this, I'm thinking of coding my own game engine for a personal project.
Quote - Yes, technically speaking, it is a progressive radiosity with Monte Carlo photontracing, clustering, adaptive subdivision, and other optimisations. Unlike traditional radiosity with soft shadows and color bleeding, it also supports specular surfaces and refraction. - quote
Yes, technically speaking, it is a progressive radiosity with Monte Carlo photontracing, clustering, adaptive subdivision, and other optimisations. Unlike traditional radiosity with soft shadows and color bleeding, it also supports specular surfaces and refraction.
LA Noir will look very good with this.
kerog6 1 year ago
wait... is this cubemaps but in real time?
lexlazootin 1 year ago
that bed looks very comfortable to sleep on 0.o
breakerboy365 1 year ago
global illumination makes a bit more realistic in games
yagitka 1 year ago
I have seen multiple demo's showing global illumination, but its always just tech demos. I haven't seen an outdoor scene with tons of shadow casting objects that stretch back for a kilometer yet, like what would be seen in the open world games. Also, how well does the lighting engine scale down for distant areas where the same amount of detail is not needed? Any games planning on picking up this lighting engine? Looks great, but practicality usually eliminates these techniques.
theangrygimp 1 year ago
@theangrygimp LA Noir is using it, coming out next year. I'm pretty sure they'll have to optimize it for a game though.
kerog6 1 year ago
Ah finally good lighting in games. Really this is all that's needed in modern games to make them seem photorealistic. Model quality and texture quality already far exceeds what's needed to make things look real, it's the lighting that's lacking.
LouSaydus 1 year ago
Very impressive.
dhymers 1 year ago
That's amazing! I wonder whether it just get's the color of the lighted materials and creates dynamic omni lights with the same color,and soft shadows,witch I see,are no problem here.
Croc235 2 years ago
dammit, awesome!
Cr381v3 2 years ago
This enhances the realism so much.
KittenKiller 2 years ago
cryengine 3 can do this
turgore 2 years ago
Comment removed
luima23 2 years ago
it looks really good for a game engine of course, but still lacks the realism of the raytraced or unbiased global illumination, i would like to work with this type of previs before i render
luima23 2 years ago
the guy is creepy! he floats you to your dooom!
iloatheyoutoo 2 years ago 8
It looks fine, however I think it will die with more bleeding lights and more complex scenes. But it could be used for the main light, together with other non bleeding, smaller, less important lights. :) Nice!
marcusanakonda 3 years ago
like only have the sun bleed color so you can have an even prettier day-night cycle
OGMO11 2 years ago
LA Noire more likely to be a game using this.
ncr100 3 years ago
It's mostly a static scene remember.
t3hh0r53 3 years ago
yeah so, some games will be so awesome with this it won't matter lol.
ChazZeromus 2 years ago
Yes, as far as I know.
coderman 3 years ago
Can't wait to see it in Mafia 2 btw :D
coderman 3 years ago 5
it will be in mafia 2?
Kaszas2000 3 years ago 2
This is insane. I thought it'll need high-end hardware, but it doesn't.
coderman 3 years ago
My AMDx2 4200+ with a x1900 xt and 2048 RAM as a average score of 70 fps on the demo and this on a small map with no AI, physics or game logic so it indeed need good hardware to run.
Argoon1981 3 years ago
Same here, indeed the engine is incredible, it's design makes brevity out of the usual amount of calculations it would take to do it.
ChazZeromus 2 years ago
Can somebody confirm if this is basically just a real-time version of the Radiosity lighting technology used in Half-Life 2? Also what kind of processing power does this require? How soon will it be feasible to implement technology like this in modern games?
Sorry about all the questions, I'm just really keen to learn more about this, I'm thinking of coding my own game engine for a personal project.
Strike86 4 years ago
Quote - Yes, technically speaking, it is a progressive radiosity with Monte Carlo photontracing, clustering, adaptive subdivision, and other optimisations. Unlike traditional radiosity with soft shadows and color bleeding, it also supports specular surfaces and refraction. - quote
Argoon1981 4 years ago
Yes, technically speaking, it is a progressive radiosity with Monte Carlo photontracing, clustering, adaptive subdivision, and other optimisations. Unlike traditional radiosity with soft shadows and color bleeding, it also supports specular surfaces and refraction.
Argoon1981 4 years ago
Interesting, thank you.
Strike86 4 years ago 2
I can't wait to see this on future games
nurbsenvi 4 years ago
Wow, that makes indoor scenes look much, much better. I didn't realize how important color bleeding was until I watched this.
TerrorBlack 4 years ago
Very cool. Color bleeding in particular looks very convincing.
Does it work equally well for outdoor scenes?
BazookaMed 4 years ago
It does, scenes 2 and 3 in older Lightsprint Demo have open sky.
StepanHrbek 4 years ago
This is like the Geomerics Enlighten tech, but lightsprint says in the site "the only realtime global illumination solution on market".
Argoon1981 4 years ago
not sure what you mean, Ogre, Torque and Vision 3d Engines, which are OpenGL and DX9 based.
ashleyl1 4 years ago
anyone know any reference books covering realtime
advanced lighting techniques
ashleyl1 4 years ago
you working on wich 3d software?
vicepad 4 years ago