Another real-time Brigade test with the sun on Sponza, a more challenging scene with lots of areas with indirect lighting.
Video (32 spp per frame):
The toad was modeled by Son Kim. The video is pretty dark in some areas, so to see all the details, I advise to watch it without too much environment light.
This scene is the gold standard to test how well a newly developed GI algorithm handles indirect lighting scenarios. With Brigade it is possible to render this scene at photorealistic quality in real-time on just two GTX580 GPUs (one Kepler GPU should easily surpass surpass this).
Beautiful diffuse colour bleeding on the toad:
I've decided to work on a real game-like outdoor city scene, something like the open world city in Assassin's Creed, but with photoreal quality real-time path traced global illumination. I'm currently working on an ancient city scene (400k triangles, model from SketchUp). Expect a video with this model soon, showing dynamic sunlight and real-time updated GI (it renders effortlessly at 10-20 fps).