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Realtime Dynamic GI + Reflections + AO + Emissive plugin - AHR

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  • this is what i get http://it.tinypic.com/r/1693lo5/8
    what i'm doing wrong?
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    • Originally posted by pac85 View Post
      this is what i get http://it.tinypic.com/r/1693lo5/8
      what i'm doing wrong?
      I'm not sure actually. Would seem like the object is not getting shadows, so it's emitting GI even from the shadowed parts.
      Can you tell me what were your steps with the project, or even better, upload it somewhere?

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      • I compiled the ahr ue4 again and surprisingly now it works properly.

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        • I'm excited for PBR and 2nd bounce.
          Assets: Military Ammunition (Released)
          Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
          Projects: Giants Of Destruction

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          • I made a small roadmap for AHR:

            It's more of a guide than anything, all is subject to change, but at least that's the idea.
            BTW, for some reason the program used Spanish for the months, don't ask me why. Was a web program so maybe an IP thing?
            In any case, working now on multiple bounces. It's coming together.
            For PBR I think I know how to use it properly, but I need to work out some math first.

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            • So you decided against implementing something along the lines of taking the first bounce of gi from one frame and injecting it into the next one to finally remove it from the second frame when the bounce has already been calculated , in order to achieve infinite bounces?

              ps: what is the size of the voxels and how big is the voxel grid that you are using to obtain a cost of 10-12 ms ?
              Last edited by diegor; 05-15-2015, 10:24 AM.

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              • Originally posted by diegor View Post
                So you decided against implementing something along the lines of taking the first bounce of gi from one frame and injecting it into the next one to finally remove it from the second frame when the bounce has already been calculated , in order to achieve infinite bounces?

                ps: what is the size of the voxels and how big is the voxel grid that you are using to obtain a cost of 10-12 ms ?
                I'm actually gonna do something like that, but you don't really get unlimited bounces, as if the scene changes you can't use all the other info. In any case, after 3 diffuse bounces there's really not much difference, so I'm going to keep just a few frames and then reset.
                You mean a total cost of 10 ms? I have that as a final goal, but still not there. Why you asked?

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                • A few weeks ago you mentioned that the scene independant part of the gi takes about 12 ms and voxelization takes a little more .

                  [QUOTEWell, after coding for 15 hours straight, i finally managed to fix a bug with the render targets that had been there since I started integration with UE. Also, I completed the Matinee part of the video, now I only need to change a few things so spot lights cast GI , gonna work on that today, and do a detail pass to finish the video.
                  Basically, SetRenderTarget also sets the viewports, so call SetViewport AFTER SetRenderTarget.
                  Pushed a commit with that code, and a depth aware blur. A bit slower now, but looks much better.

                  Quote Originally Posted by _cDub View Post
                  This looks fantastic! What do you think the performance would be like compared to the upcoming DFGI. It looks like we will have multiple solutions to pick from. :-)
                  I'm not sure, I haven't tried DFGI (it does runs faster than VXGI, at least on the things I tried) , but for comparison, my thing takes about 8 - 12 ms at 1080p on a GTX 750 Ti to trace, upsample and composite. That part is mostly scene independent. The other is the voxelization time, and that varies directly with the ammount of geometry. The scene I showed earlier runs at about 33 FPS inside the editor.
                  I didn't had the time yet, but I already know what changes I need to make to force all models to voxelize to the lowest quality LOD, that should aid with the performance and have no difference on quality.][/QUOTE]

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                  • Originally posted by diegor View Post
                    A few weeks ago you mentioned that the scene independant part of the gi takes about 12 ms and voxelization takes a little more .
                    Yep, that's about right, but like I said, the voxelization is really scene dependent. Getting about 5 ms for the scene of the video with a voxel size of 5. Not sure how many voxels is using though, as that depends on the bounds size.
                    Anyway, there are still a lot of optimizations to do, can bring the whole time down considerably.
                    Last edited by RyanTorant; 05-17-2015, 04:16 PM.

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                    • 5 ms is a very good result for voxelization!!

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                      • Originally posted by pac85 View Post
                        5 ms is a very good result for voxelization!!
                        Like I said, take that with a grain of salt. Maxwell GPUs ( have a 750 Ti) seem to be really good on that aspect, and that result was on that specific scene.

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                        • Well, pushed a new commit with PBR. It's mostly working right now. Metals are still a bit wrong, and reflections need a bit more work, but overall it looks way better than before.
                          Will add some more options for the post pro volume on next commit, like control of the ambient term and things like that.
                          Please test it and give me feedback on how it looks.

                          Also, multiple bounces are coming along good. Still early, but looks promising.

                          EDIT: I tried to stay as close to Epic's lighting system as possible, but used some hacks here and there ( some of them I'm quite proud about ). For true physical accuracy I need to solve way more complex math. I mean, i have like 3 pages of integrals and still haven't come at the correct solution. I know they can be solved, but not sure if all that work is going to make much difference. That's mainly why I want you people to try it and tell me what you think.
                          Last edited by RyanTorant; 05-17-2015, 10:39 PM.

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                          • Originally posted by RyanTorant View Post
                            Well, pushed a new commit with PBR. It's mostly working right now. Metals are still a bit wrong, and reflections need a bit more work, but overall it looks way better than before.
                            Will add some more options for the post pro volume on next commit, like control of the ambient term and things like that.
                            Please test it and give me feedback on how it looks.

                            Also, multiple bounces are coming along good. Still early, but looks promising.

                            EDIT: I tried to stay as close to Epic's lighting system as possible, but used some hacks here and there ( some of them I'm quite proud about ). For true physical accuracy I need to solve way more complex math. I mean, i have like 3 pages of integrals and still haven't come at the correct solution. I know they can be solved, but not sure if all that work is going to make much difference. That's mainly why I want you people to try it and tell me what you think.
                            I'm now compiling your latest build,and I will post some screenshots.Do I need every time to download 3,...gigabytes,is there any way around?
                            Assets: Military Ammunition (Released)
                            Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                            Projects: Giants Of Destruction

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                            • Originally posted by Blue man View Post
                              I'm now compiling your latest build,and I will post some screenshots.Do I need every time to download 3,...gigabytes,is there any way around?
                              No, not at all. Dependencies are a mostly a one time thing. If you have git properly set up, it should be just going to Visual Studio > Team Explorer > Unsynced Commits > Sync.
                              If you don't have that option, or it does nothing, you'll have to download the zip from github, copy and replace all files and recompile. The zip is under 200 mb

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                              • Originally posted by RyanTorant View Post
                                No, not at all. Dependencies are a mostly a one time thing. If you have git properly set up, it should be just going to Visual Studio > Team Explorer > Unsynced Commits > Sync.
                                If you don't have that option, or it does nothing, you'll have to download the zip from github, copy and replace all files and recompile. The zip is under 200 mb
                                Wow,thanks I didn't know about that.
                                Assets: Military Ammunition (Released)
                                Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                                Projects: Giants Of Destruction

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