View Full Version : Nvidia Showing New GPUS (VIDEO)
rayishu 05-06-2007, 07:23 PM Here is a Video of Nvidias New Graphic Cards and how they Handle Realtime Light Calculation and light scattering
http://www.gametrailers.com/umwatcher.php?id=63007
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mech7
05-06-2007, 09:30 PM
interesting.. hope renders like this get into 3d apps one day :D
Wow that was pretty awesome.
I cant wait to see what games look like in 10 years....I guess then I will not be able to wait and see how they look in another 10 years, but you get the point...
Gaming industry is advancing very fast...
Kudos to those guys able to invent all that cool technology that is pushing 3D forward every day and helping artist create new more believable worlds.
:thumbsup::thumbsup:
:D
JK.
darktding
05-07-2007, 01:34 AM
I am not buying it. Looks like precalculated textures, if they were really trying to impress me they would've shown a very strong light so one can see the color bleeding and sss; even the ears do not show the markings of sss.
Now with a good model and nice strong texture and bump map (final fantasy ) you can pass off anything close to the real thing.
Great model and nice lighting on the demo...but no sss here folks.
ps: notice they don't show an animation of the character... if its super fast why not make a simple facial animation?
ambient-whisper
05-07-2007, 02:54 AM
why not?
the game im currently working on ( an xbox360 game ) will have a form of fake SSS within the game. umongst other things. its perfectly possible to do on hardware, and the example that they showed looked good. you are right however when you say that they could have shown some more extreme cases, where it would have been more apparent.
unchikun
05-07-2007, 01:57 PM
I always wondered why the non-gaming industry doesnt adapt realtime/hardware rendering more. Gelato has been around a few years now but still doesn't even come close to realtime imagery created by the Unreal 4 engine.
I've seen several demos with realtime SSS (Unreal/Nvidia/Ati), although not as refined as software SSS I'm sure one can bump up the quality especially if it is going to be rendered to frames and comped.
It would be great if Unreal released a version of their engine just as a renderer!
LucentDreams
05-07-2007, 02:10 PM
reason most realtime raytracers don't work as well as Unreal engine examples is the artists behind it and the time put into it. In a game like gears of war, if you see a level load slowly where the testures haven't loaded, the scene looks pretty mediocre, its the different maps, normal, diffusion etc that are making it work, much of which is baked in.
L.Rawlins
05-07-2007, 06:06 PM
I cant wait to see what games look like in 10 years....
I can't wait to see what games feel like in 10 years....
shehbahn
05-07-2007, 06:31 PM
i played the video a couple of times and zoomed in : there is some very faint evidence of SSS, mostly in the shadow boundary area. the quality of the video is too poor to really comment on the results of the effect though. if someone can link / post some high-res close up stills...
the method explained is very simple actually : the light transport is simulated as a series of gaussian blurs on the irradiance map, which is nicely flattened in UV space. this can definitely be done in real time on a modern GPU and is a technique that has been employed in non-real time rendering for a while. it does have a number of severe limitations : short scatter lengths (relative to object scale) and there is no concept of actual spatial integration. you don't get the correct red glow on back-lit ears, nostrils or larger features.
worthy of note however in the demo is the specular BRDF that appears to be correct for human skin.
I can't wait to see what games feel like in 10 years....
I don't think I want to be playing Counter-Strike in 10 years... :eek:
DrBalthar
05-08-2007, 10:24 AM
Here is a Video of Nvidias New Graphic Cards and how they Handle Realtime Light Calculation and light scattering
http://www.gametrailers.com/umwatcher.php?id=63007
Well that looks alot like the old Matrix 2001 or was it 2003 (?) skin fake technique. Not that impressed! But some nice background textures.
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