***UPDATE 2 : I got hired to finish developing exclusively for a client, so I won’t be updating the repo on github. It’s still there, but if you want to do something with it, please contact me first. Thank you all ***
UPDATE
Clarifications: Due to limitations both on time and the interface of UE, is NOT a , but a modification of the engine source
Public release here, but first watch video.
Also, jump straight to page 10, that’s where the fun starts
You’ll need to be loged in github to download, with your account that’s linked to your unreal engine account
Test Scene here : MEGA
Old stuff follows
Hy everyone.
I have been developing a technique, called Approximate Hybrid Raytracing (AHR), to render global illumination, reflections, and AO for fully dynamic scenes, approximating the scene with a voxel grid and then raytracing.
I aim mid-range hardware, for example, my FX-6300 and GTX 750 Ti runs the sample demo at 60 FPS for the lowest quality preset and around 27 FPS for a reasonably high quality preset.
I decided to write a for UE4 that integrates AHR into the editor, considering Epic dropped support for dynamic GI, and LPVs doesn’t produce high quality results.
For now, I just have an old video ([SIZE=5][SIZE=4]I say it again. OLD video. It runs about 60% - 70% faster now[/SIZE][/SIZE]) and a few screenshots of AHR inside UE4.
http://i.imgur.com/GE7dB0s.png
http://i.imgur.com/bMQAl5O.png
AHR features include:
• Scalable quality
• Fully dynamic scenes
• 1 bounce indirect illumination
• 1 bounce reflections
• Flexible material model
• “Free” (no performance hit over standard GI, just reuses samples) AO
• Unlimited emissive materials with soft shadows
I’ll be updating with screenshots and demos over week, and then two weeks later (starting October 6) I’ll start to update thread every day.