Tuesday, October 8, 2013

Sooner...

21 comments:

Anonymous said...

The next GTA is born? :)
Great pictures.

Kevin said...

Nice! Is the lense flare effect coming from Yebis?

Howie said...

wow

IL said...

wow..it's beautiful ! Congratulate you , Sam !you're close to BCN city (http://www.biglazyrobot.com/index.html)))))
but for more realism materials of cars and some others needs Fresnel reflections )) Sam, in your opinion, will it be possible to use the Brigade for CAD programs (as Octane Render for Archicad for example) or some medicine as 3D engine for preview and even fast rendering ??? ( I mean to use it not only for games development)

cbMotion said...

Hi Sam - yes wow from me aswell!!!
gta will never look so good - but can you say me which city 3d model you used?
and i am not sure what brigade will be in the future - is it for gameengine or for render in 3d programs?

cheers
carsten

Kevin said...

@cbMotion

From what we know so far Brigade is going to be for games. As for 3D Programs Otoy (the company behind Brigade) has already something in their portfolio named Octane, which is an awesome Program/Plugin Library for pretty much very 3D CAD Program that is out there and relevant which will enable you to render photorealistically with your Grapicscards and high speed. For reference see: http://render.otoy.com/

@ IL, I am not Sam but for CAD Programs there is Octane (see above).

Anonymous said...

wow lovely work, Sam I think Brigade really needs its an official page on facebook, this way I won't have to won't have to check the blog everyday ;)

IL said...

Hi,Kevin!
I know about Octane Render. It's excellent.
But:
- octanerender™ requires a CUDA capable NVIDIA graphics card.
When as a Brigade can run with OpenCL and CUDA cards.

If I have AMD cards and if I can use CAD program with the Brigade ( with the support of the same Octane materials (for example)) so I would prefer to use the Brigade
because there are no almost other solutions to have a real-time view (24 fps) with the photorealistic quality.

Anonymous said...

Sooner or later, Explicit Data Graph Execution + Mercury programming language will dominate.

Generally, path-tracing is never capable of hyperrealistic quality.

Anonymous said...

"Sooner or later, Explicit Data Graph Execution + Mercury programming language will dominate.

Generally, path-tracing is never capable of hyperrealistic quality."

puuhhh people, shut up !

colocolo said...

those fire ladders seem to be a bit off. ;)
first, WOWWW..............
the street doesnt look that realistic because it has no asphalt geometry. thats why it looks like a gym floor. obviously an artistic thing. the front sides
shading of the left buildings seem to be a 'bit' unreal.... i mean the transistion. they stand abit out.
a bit monoton. sth is missing i think, same with the buildins in the background. But apart from that, looks like the Matrix. HAHA
98% reality!? dont know, but very close... You have achieved sth very special here. Future!
Oculus Rift needs some eyetracking feature. 100$ more, but i wouldnt need two Gtx Titan, am i right?

Alex said...

As far as I'm concerned, this is next-gen gaming.

Unreal 4 am cry and Cryengine keeps on crying.

Any word on the first devs that might jump on this thing?

Arjan van Wijnen said...

Oculus Rift + Realtime Pathtracing = Future of gaming ;-)

Anonymous said...

Will it be able to run on AMD cards (OpenCL)?
Will it be able to run on Linux?

Alex said...

Yeah I think he said before it does support OpenCL and they have tried it on an AMD card before.

One more thing Sam if you can get to it... any chance you guys will test it on the R9 290x when available? Since you mentioned before Brigade really only uses single precision, and the R9 290x is supposed to be pretty stout, do you expect it to perform better with less noise? Do you expect any further improvement from Mantle? And finally do you believe the Nvidia's Maxwell series will target the type of compute suitable to path tracing such as Brigade?

Thanks.

Anonymous said...

Ok, so i'm pretty naive about image processing, and i'm SURE you guys are already all over this, but can a post process denoise step help to alleviate some of the artifacts?

Some interesting results here:
https://pixinsight.com/doc/legacy/LE/21_noise_reduction/example_1/04.html

Kevin said...

They could. There are very nice algorithms out there but most of them either can't be done in real time properly or they make the image blurry or they produce blocky artifacts and are not suitable for every scene because they are only optimized for special situations. Also a certain level of graininess in the individual frames does not look bad at all. For reference you can try out mass effect and Remember me. They are using post filters to generate artificial noise which looks good.

Obviously if someone came up with a super efficient, flexible and non disturbing algorithm it will most likely be implemented.

Anonymous said...

We see real life with noise. It's easily noticeable in low light conditions. Lens flares and chromatic aberration have actually much less sense in video games than noise. Noise level should be lowered and be more consistent (instead of rapid jumps only when new data has to be calculated), but it doesn't have to be removed ("fixed") completely. I remember that adding real-time grain to SD divx films increased perceived quality ;)

Anonymous said...

On the other hand Brigade engine is meant only for Cloud Gaming (at least for the next 5 years) and noise is pretty bad for video compression (looks terrible with low bitrate).

Sam Lapere said...

Kevin: nope, no Yebis used, all post FX are done in-house

IL: thanks a lot. BCN city was made by the same artist :) Everything is using fresnel btw. Re: Brigade for CAD/medviz, don't think so, Brigade doesn't have volume rendering and Octane has plenty of production features that Brigade lacks, because it's not useful for Brigade anyway.

cbMotion, thanks. the 3d scene is proprietary, you can not purchase it anywhere

colocolo: Rift is supported in Brigade 3 ;) getting high enough framerate is required to avoid motion sickness

alex: re R9 290x/Maxwell, we don't know yet, but definitely wanna try it out :)

Anonymous: re: noise reduction filters, this is very tricky to get right, the filters that run in real-time such as bilateral filters/wavelets blur too much detail and the high quality filters like the one from Lehtinen, Aila and Laine are too time consuming an not useful for realtime purposes. Perhaps noise filters in fixed function hardware can help one day :)


Admin said...

Outstanding and exceptional! This is actually the quality level we may want to get to. Fantastic images!

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