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

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    #61
    Originally posted by max.pareschi View Post
    That's the gamer's curse man
    Give this guy a cookie! Exactly man, is a curse.
    Now, getting serious, I plan to test the new voxelization pipeline on my demo first, and then start to work on the UE source. I actually haven't finished it, but it shouldn't be that hard (well, hope so...)

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      #62
      Just wanted to say that I'm still working on this, but I'm going trough some major reworks right now, and because of that advance on the integration side is going a bit slow. Still, hope to have some screens to show somewhere along next week.

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        #63
        Originally posted by RyanTorant View Post
        Just wanted to say that I'm still working on this, but I'm going trough some major reworks right now, and because of that advance on the integration side is going a bit slow. Still, hope to have some screens to show somewhere along next week.
        Looking forward to it!

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          #64
          Subbing this thread.

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            #65
            Originally posted by Errvald View Post
            Subbing this thread.
            I'm not an English speaker, so you caught me a little off guard. What did you mean by that ?

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              #66
              Originally posted by RyanTorant View Post
              I'm not an English speaker, so you caught me a little off guard. What did you mean by that ?
              Meaning he is subscribing to your thread.
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                #67
                Originally posted by Jacky View Post
                Meaning he is subscribing to your thread.
                Oops, that was a bit embarrassing... Anyway, thanks for the info
                I actually got to implement the changes I talked about a while back( well, some of them), and I don't need one of the Voxel grids anymore, so 512 Mb less right there. The only thing was that I had to give up emissive materials , but that's unacceptable, so I need to add a few more bits on the Voxel grid, and that's gonna increase memory usage.

                EDIT: Solved it, wasn't compiling some files
                Last edited by RyanTorant; 10-29-2014, 12:38 PM.

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                  #68
                  How's it going man? Good luck on polishing it, looking forward to updates!

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                    #69
                    Well, yesterday I started to get my hands into the engine source. I already have blocked put the changes I need to make, so shouldn't be too long until I have some screens. Gotta give a warning though, development will be hampered this weekend by Evolve's Big Alpha

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                      #70
                      I'm so looking forward to this! I have two questions about your technique:

                      1. How do you expect it to handle transparent materials like glass? One problem that LPV in UE4 suffers from is that it crashes when trying to do transparencies (unless disabled). Although, that could just be a bug.
                      2. What version of UE4 do you plan on it releasing it for? Will it be able to intereact with some of the new features (i.e screen space SSS, ray trace soft shadows, DFAO)?

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                        #71
                        Originally posted by JordanN View Post
                        I'm so looking forward to this! I have two questions about your technique:

                        1. How do you expect it to handle transparent materials like glass? One problem that LPV in UE4 suffers from is that it crashes when trying to do transparencies (unless disabled). Although, that could just be a bug.
                        2. What version of UE4 do you plan on it releasing it for? Will it be able to intereact with some of the new features (i.e screen space SSS, ray trace soft shadows, DFAO)?
                        First of all, while the techinque itself is quite developed, I'm still on the early stages when it comes to UE4 integration. So no way I'm talking about versions right now
                        I will add the global illumination to the direct lighting buffer, which is quite early in the pipeline, so most things should work.
                        In theory, transparency and participating media, such as smoke and fog could be lit by indirect bounces, but that will require me to re-work some parts, and I want to get it working first.
                        Lastly, AHR supersedes DFAO, as rendering AO doesn't have any performance penalty over just computing indirect lighting, and the quality is about the same.

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                          #72
                          Excellent work. One notice though, why shadows do flicker very much when you changed the direction of sunlight at 0:44 : shadows cast on the ground and especially the spheres? Don't you use Ray Traced Distance Field Shadows ? I know reflections and shadows can be very tricky when applied on round objects or spheres but still this is very noticable. I hope you correct it. Looking forward to try your awesome work.

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                            #73
                            Originally posted by PLASTICA-MAN View Post
                            Excellent work. One notice though, why shadows do flicker very much when you changed the direction of sunlight at 0:44 : shadows cast on the ground and especially the spheres? Don't you use Ray Traced Distance Field Shadows ? I know reflections and shadows can be very tricky when applied on round objects or spheres but still this is very noticable. I hope you correct it. Looking forward to try your awesome work.
                            The demo on the video uses just plain old shadow mapping, because I built it from scratch, is not based on any engine. Still, I can't see what you mean. Do you mean the shadows from the sun or something caused by the GI? If it's the sun's shadows, I agree that my implementation is ugly, but then again, is just simple shadow map with one buffer and 8 taps PCF.

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                              #74
                              Yes I meant the shadows created by the sun. But with Ray Traced Distance Field Shadows in UE4, you won't have problems with it right?

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                                #75
                                Originally posted by PLASTICA-MAN View Post
                                Yes I meant the shadows created by the sun. But with Ray Traced Distance Field Shadows in UE4, you won't have problems with it right?
                                You're probably right. Still, no need for raytraced shadows, a proper csm implementation doesn't have that problems, or at least are well hidden. My shadow implementation was as basic as possible, was interested on GI.

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