Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

GigaVoxels : Ray-traced soft shadows experiments 1

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
6,307
Google+
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on May 15, 2009

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/

  • likes, 0 dislikes

Link to this comment:

Share to:
see all

All Comments (6)

Sign In or Sign Up now to post a comment!
  • 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.

  • It was implemented on current consumer GPUs.

  • imagine this in games :O

  • is this compatible with the market graphic cards or its just in progress ?

  • amazing!

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more