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Real-time GPU path tracing: Streets of Asia screens + video

48 points| evo_9 | 14 years ago |raytracey.blogspot.de | reply

16 comments

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[+] daenz|14 years ago|reply
This stuff fascinates me. Cryengine 3 (the engine behind Crysis 2) was already doing some lightweight photorealistic techniques like approximating light bouncing around with a technique called light propagation volumes:

http://www.youtube.com/watch?v=vPQ3BbuYVh8

But the OP's video is much more brute force from what I understand.

[+] wtracy|14 years ago|reply
Very cool stuff.

Thinking out loud here: You could probably make this work today for a game that has a fixed camera view and light source. Photoreal puzzle games, anyone?

[+] jameskilton|14 years ago|reply
If you're going to specify that you might as well just paint a detailed background. You'll get much better and cleaner results that way.

We've still got a long way until this type of technology is ready for games (the rendering has to take only a fraction of the frame time or there's no execution time for the game itself), and frankly it may never be viable for real-time gameplay, though for visualizations and simulations it is promising.

[+] terhechte|14 years ago|reply
The open source 3D Editor "Blender 3D" has a similar realtime view with it's new "Cycles" rendered, where one can change a mesh or material attributes, or change the viewport and see the raytraced, rendered result in realtime:

http://www.youtube.com/watch?v=8bDaRXvXG0E

[+] ricardobeat|14 years ago|reply
Yes, that's been common for a couple years. The breaktrough here is the GPU usage which means we're getting near real-time rendering.