Experiments on ray-traced approximated soft shadows using volume pre-filtering. Secondary rays make use of gigavoxels mipmapping mechanism. What is very interesting is that blurry shadows are many times less expensive than sharp shadows, since lower volume resolution is used.
More infos in my research page:
http://artis.imag.fr/Members/Cyril.Crassin/
It's definitely compatible, but it's far from finished - for example, animating a model in the way that current-gen games do is nearly impossible. Folks like this team and John "I Invented 3D" Carmack himself are working hard on getting this technology fully functional, though, so it'll be fun to see the end results.
curtmack 2 years ago
It was implemented on current consumer GPUs.
ivokabel 2 years ago
imagine this in games :O
PS3POWERFTW 2 years ago
is this compatible with the market graphic cards or its just in progress ?
bloodamine 2 years ago
amazing!
rouncer81 2 years ago