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Cryengine 3 - Global Illumination

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Uploaded by on Aug 10, 2009

Movie: Global Illumination from Crytek's Siggraph presentation. It shows the new lighting technology in Cryengine 3

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Gaming

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  • Fuck this, I think I would take about 2 hours to render a scene like this in 3ds max with v-ray

  • @gumenski Yay for BF3 introducing quasi-realtime radiosity!

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  • @Maholain ohh, that expains a lot thanks.

  • @valmanzar16 Global Illumination is a really general term for basically anything that gives 'realistic lighting', usually like bounce lighting and colour bleeding, etc. By looking at the video, I guess Crytek uses 'Light Propagation Volumes'. As to how this compares to Frostbite, I have no idea - they both look great to me.

  • @Maholain that was the main thing i was confused about. i mean cryengine 3 can do global illumination but i never new what type of global illumination algorythim it does. but if it can do radiosity, is it as sophisticated as the frostbite 2 ones?

  • @valmanzar16 Yes. Though I'd argue if they were able to do actual real-time ray tracing, then I they don't really need anything else. We're far away from that though, so a mixture of all global illumination algorithms may be the best bet.

  • @Maholain so if radiaosty is just an algorithim in global illumination, then cryengine 3 could do that plus other algorithms like ray tracing, etc?

  • @dekuscrubbyfan888 First, radiosity - basically a global illumination algorithm that simulates bouncing light, along with its diffuse colour, lighting up shadowed areas that are not suppose to be entirely dark. Simply, realistic lighting. As for the quas-realtime part, this happens in real time in BF3, which is pretty big considering this was a technique only for ray tracers (rendered 3d movies would use this). In case you are wondering, BF3 used Enlighten by Geomerics.

  • @Maholain What's quasi-realtime radiosity?

  • The CryEngine 3 is awesome.

  • @autonomous2010 - Indeed, I love using the full potential of my new hardware.

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