View Full Version : Realtime GI
DEElekgolo
August 13th, 2009, 10:10 AM
It seem crytek integrated the realtime GI system into there engine.
http://www.crytek.com/technology/presentations/
You can think of it as a grid in 3d space that samples light.
Or voxel lighting.
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Jean-Luc
August 13th, 2009, 10:42 AM
Didn't Unreal Engine 3 get realtime GI recently?
W/e, still looks cool.
Cojafoji
August 13th, 2009, 11:42 AM
jesus that's awesome.
343guiltymc
August 13th, 2009, 11:57 AM
Should this be in the Crysis section?
Syuusuke
August 13th, 2009, 12:23 PM
Doesn't really pertain to crysis mon, it's not about the game =)
DEElekgolo
August 13th, 2009, 01:24 PM
Didn't Unreal Engine 3 get realtime GI recently?
W/e, still looks cool.
Nope, just screen based ambient occlusion.
Jean-Luc
August 13th, 2009, 01:43 PM
Nope, just screen based ambient occlusion.
Oh really? (http://www.youtube.com/watch?v=U6Z5JgAXWNs)
DEElekgolo
August 13th, 2009, 02:47 PM
Oh really? (http://www.youtube.com/watch?v=U6Z5JgAXWNs)
Not realtime. :/
That is in the lightmaps.
Phopojijo
August 13th, 2009, 03:24 PM
Yeah, Lightmass and Illuminate Labs are both static.
Jean-Luc
August 13th, 2009, 05:13 PM
My bad. In any event, I do like how Crytek is doing it, but imo something still feels off. I somehow feel that given the intensity of the light, it should be bouncing off those colored rugs more.
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