Showing posts with label real-time. Show all posts
Showing posts with label real-time. Show all posts

Tuesday, October 30, 2012

Real-time GPU path tracing: Octane Render getting started videos

This is an awesome video showcasing the extreme speed at which Octane Render is able to produce photorealistic images with path tracing (and it's also a nice introduction to Octane). Coffeemills will never be the same after you've seen this:


And this one shows off the powerful material system in Octane, and it's all rendered at full photorealistic quality in real-time:

 

A short real-time test in Stonemason's Backstreets:

Wednesday, October 10, 2012

iCEnhanced Brigade screenshots (3)

A few more amazing shots of Brigade, made by iCE La GlacE (see facebook.com/icenhancer)


With some of the optimizations that we're working on right now, the real-time path tracing technology provided by Brigade will make this kind of realism a reality in games very soon. We're on the cusp of having truly photorealistic, cinema quality games! 

Friday, May 6, 2011

CBox Unbiased Truck


I've modified the scene in the Kajiya path tracer a bit more: it now consists of a Cornell Box out of axis aligned boxes with the (in)famous truck from Unbiased Truck Soccer:



Color bleeding from the red and green wall:



The screenshots were rendered with 8600M GT (6 fps default view). On a GTS 450, the demo runs at 70 fps in default view. It should run at >200 fps on a GTX 580 with 8 samples per pixel. This new path tracer is just incredible fun, I can't stop messing with it.

Executable and source code at http://code.google.com/p/tokap-the-once-known-as-pong/downloads/list


UPDATE: a more challenging lighting set up with an open box only illuminated by the sky:



The truck seen from behind, indirectly lit by skylight bounced off the back and side walls. As expected with standard path tracing, the noise is a lot worse in this scenario. Bidirectional path tracing should converge faster using fewer samples.

Tuesday, April 19, 2011

Incredible real-time GPU path tracer using WebGL

Yesterday I came across another awesome GPU renderer (made by Evan Wallace), it's a very neat and extremely fast path tracer using GLSL shaders running in the browser:


A WebGL-enabled browser is required to run this (I highly recommend the latest Chrome build from http://www.khronos.org/webg/wiki/Getting_a_WebGL_Implementation#Chrome.2FChromium (the Chrome Canary build works great if you're on Windows, Firefox 4.0 crashes and other Chrome versions didn't work for me, it just keeps loading).

It's great fun to edit the scene: move the light or objects and see soft shadows being cast in real-time (60 fps) on the walls and other objects. You can also change materials and add extra objects. It renders blazingly fast even on very low end GPUs. Very impressive!




Source code for the path tracer:
There's also a GLSL version (Mac OS X):

With this technology, a path traced physics simulation like the one in this video is perfectly possible in real-time on a current GPU. Or maybe a real-time path traced version of Tetris ;)




Wednesday, April 6, 2011

Scene from Kajiya's paper 'The rendering equation' can now be path traced in real-time on the GPU! UPDATE: exe available

This is just incredible, another milestone in the history of rendering! Jacco Bikker, the main developer behind the real-time path tracer Brigade, and Jeroen van Schijndel, an IGAD research assistant, have made a new simple but superb path tracer (similar to tokaspt) which can render the classic path tracing scene from the 1986 paper "The rendering equation" by Jim Kajiya in real-time on just one GTX 470! There is very little noise overall, there's just some in the glass spheres and in the shadowed caustics.




Some stats:

- 512x512 rendering resolution
- 8 bounces
- 64 samples per pixel
- 12 frames/second on 1 GTX470

The amazing path tracing speed is partly due to the fact that there are no triangle meshes but only geometric primitives (spheres and boxes) in this scene, which are computationally much cheaper to intersect than triangles. The scene in the video is not 100 % identical to the original one (the structure consisting of the revolved parabola with the oblate spheroid, 'mushroom' for short ;-), is missing), but they're working on it (UPDATE 2: the mushroom is finished, see link at the end of this post). This is the original scene from the 1986 paper:


The above is an off-screen photograph (published in the paper). This is the direct feed image:


It's really mind-boggling when you realize that Kajiya needed 1221 minutes (20.35 hours) to render this image on a supercomputer from 1986 (an IBM 3081 mainframe) and 25 years later it can be computed at the same resolution in 36 milliseconds on a GTX580! A speed up of 2 million times!! Sounds like a great 25th anniversary :D !


(gotta love that '80ies font :-)

I would love to see some animation in this scene, for example an animated light casting moving shadows or a collapse of the pile of green spheres, which would greatly accentuate the "real-timeness" of the path tracing.

UPDATE: Executable and source code for this demo are now available at the links in this thread on the ompf forum. It's awesome, I'm getting a frametime of 1900ms in the 64 spp version on my poor 8600M GT, which is 49x slower than a GTX580 in this demo (kajiya-perf, default view at 64 spp/frame needs 1759 ms/frame on my 8600M GT and only 36 ms/frame on a GTX580)! Time to upgrade :)

UPDATE 2: Like Jacco Bikker has promised in the comments, the mushroom-like structure is now done! Visit http://ompf.org/forum/viewtopic.php?f=6&t=3174 for a screenshot of the updated scene and for more info on this project.