Video 1: Porsche Carrera rendered with Octane
2 samples/pixel
6 samples/pixel
12 samples/pixel
24 samples/pixel
36 samples/pixel
1 sample/pixel
8 samples/pixel
16 samples/pixel
24 samples/pixel
40 samples/pixel
1 sample/pixel
8 samples/pixel
16 samples/pixel
32 samples/pixel
64 samples/pixel
96 samples/pixel
Video 2: Chalet/Hotel rendered with Octane
1 sample/pixel
8 samples/pixel
16 samples/pixel
32 samples/pixel
As these pictures show, the noise clears very fast at the beginning, but the image converging slows down rather quickly, following a saturation curve
8 samples/pixels is too noisy to see fine details, at 16 samples/pixels details start to appear and 32 samples/pixel gives sufficient quality for a game imo (compared to the horribly lowres shadow maps and normal maps in some of today's AAA games, like Modern Warfare 2). Unfortunately, the youtube video and subsequent jpeg compression makes the difference between 64 and 96 samples/pixel indiscernible. More than 100 samples/pixel would be ideal, but for now 32 will do. Hopefully the Fermi GPU (or multiple) will get us there soon.
UPDATE: I made a shitload of screengrabs (way too much) from this video (HD footage of the Brigade engine)
UPDATE: I made a shitload of screengrabs (way too much) from this video (HD footage of the Brigade engine)
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