http://code.google.com/p/tokap-the-once-known-as-pong/downloads/list
(all CUDA architectures supported)
Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering
7 high-quality light maps are rendered in 181 seconds with NVIDIA GeForce GTX 580. The resolution of ray-bundle is 2048x2048 pixels, and 10000 directions are sampled. The performance of our renderer is over 200 M rays per second on a commodity GPU.Assuming everything scales linearly, this means that it would take about 16 milliseconds (60 fps) on a GTX 580 to compute a GI lightmap with ray bundles of 512x512 pixels and 100 ray bundle directions (= 100 directional samples) which should still yield great quality real-time global illumination. This tech could potentially be used for making real-time photorealistic games on current GPUs. It doesn't work however for objects with highly glossy and perfectly specular materials.
"This is some early footage from the student game "It's About Time", created by students of the IGAD program of the NHTV university of applied sciences, Breda, The Netherlands. This game uses the Brigade 2 path tracer for rendering. Although this results in a noisy image, the lighting is very realistic. A proof-of-concept demo of the game will be ready in January 2012. After that, the team intends to continue working on the project until the end of the academic year."
Real Time Path Tracing in the Viewport - A New Level of Photorealism
OTOY's 3D rendering tools, including Octane Render™ and Brigade™, are the premier rendering solutions for next generation 'path traced' games and films.
Path tracing significantly reduces the cost and complexity of high quality rendering by automatically generating effects traditionally handled through manual post processing – including spectral rainbows, lens flares, unbiased motion blur and depth of field.
“A year ago, path tracing was considered too expensive to be used even in high-end Hollywood blockbusters. Today, thanks to advances in GPU rendering, OTOY is bringing real time path-tracing technology to millions of artists by leveraging GPU hardware that costs only a few hundred dollars. This is a game-changer on any budget,” said Jules Urbach, CEO of OTOY.“Autodesk is the leader in 3D design software for film and video game production. We are incredibly excited about our partnership and proud to be bringing their industry leading tools to an ever-expanding market through our cloud solutions,” said Alissa Grainger, President of OTOY.
Another test in my never relenting quest for real-time photorealistic graphics. This time I was inspired by one of the first animations rendered with unbiased Monte Carlo path tracing. The animation was made by Daniel Martinez Lara from Pepeland in 1999 and can be seen here:
http://www.youtube.com/watch?v=VNyknZ2zrsM
It’s one of the first animations that uses Arnold, the Monte Carlo path tracing based production renderer developed by Marcos Fajardo, that is currently taking Hollywood VFX by storm: it was used in e.g. Cloudy with a Chance of Meatballs, 2012, Alice in Wonderland and the Assassin’s Creed: Brotherhood and Revelations CG trailers and is giving PRMan and mental ray a run for their money (probably making them obsolete soon, mainly because of ease of use and huge artist time savings). The animation shows a very lifelike clay figure coming to life. Despite the simplicity of the scene, the whole looks very believable thanks to physically accurate global illumination and materials and an extensive use of depth-of-field and camera shake.
In an attempt to reproduce that particular scene, I’ve used the animated Ogre model from a ray tracing demo developed by Javor Kalojanov which can be found at http://javor.tech.officelive.com/tmp.aspx. The Ogre model (which was created by William Vaughan) consists of 50,855 triangles and was also used in the excellent paper “Two-level grids for ray tracing on GPUs” by Javor Kalojanov and Philipp Slusallek (really great people btw, whom I've had the pleasure to meet in person recently. The conversations I've had with them inspired me to finally try triangles as primitive for my real-time path tracing experiments (instead of just spheres), which led to this Ogre demo. To my surprise, triangle meshes are not that much slower to intersect compared to spheres. I think this is due to the fact that the cost of primitive intersection is becoming increasingly smaller compared to the cost of shading).
The following videos show an animated Ogre path traced in real-time with real-time, per frame update of the acceleration structure of the Ogre’s 50k triangle mesh (watch in 480p):
Path tracing is performed entirely on the GPU, in this case a GTS 450 (a low-end GPU by today’s standards). The framerate of the walk animation is about 4 fps max on my card but should be around 15-20 fps on a GTX 580. The image converges extremely fast to a very high quality result (in about 1-2 seconds). The movement of the Ogre (translation, rotation, animation) is actually much more fluid in real life without Fraps, the overhead of the video capturing software almost halfs performance.
The images below were each rendered at 20 samples per pixel in under 2 seconds on a GTS 450 (it would take less then 0.5 seconds on a GTX 580):
Note the very subtle color bleeding from the ground plane onto the Ogre:
If you’re interested in trying this scene out yourself, send me an e-mail at sam [dot] lapere [at] live [dot] be. A CUDA enabled GPU is required (minimum compute capability 1.1).
I’m planning to build a (very) simple game with this tech. The possibilities are really endless. We're on the cusp of having truly photorealistic games.