Monday, September 3, 2012

Real-time photorealistic physics experiments with Octane Render continued

As a follow-up to the previous post, here's another real-time rendered test with the Octane for 3ds Max plug-in, using MassFX and Voronoi shatter. Thanks to the extremely high rendering speed of Octane, users can now edit every aspect of a movie in final photorealistic quality in real-time: lighting, materials and most importantly geometry. This is the ultimate dream of every CG artist. From here, it's not that hard to imagine this technology being used in a real game...

The following video and screenshots were rendered on one GTX 590. Note the rendertimes and resolutions of the Octane viewports:


  

Thursday, August 30, 2012

Real-time photorealistic physics experiments with Octane Render

Some real-time rendered physics experiments I did with Octane Render (the ultrafast unbiased GPU renderer) and MassFX in 3ds Max 2012. The instant ultrahigh quality feedback of Octane is extremely enjoyable for this kind of experiments, it can update thousands of objects in real-time and render them in full photorealistic detail using path tracing. It feels like editing a prerendered animation in real-time, it just utterly amazes me that this is possible today.

Enjoy these videos:


 (the banding on the sky in the video is a compression artefact from my capturing software, the actual image doesn't suffer from it)

 

By the way, there is now a dedicated blog for Octane Render with incredible stuff, check it out here:

http://render.otoy.com/newsblog/

Wednesday, August 15, 2012

Real-time path traced Brigade demo at Siggraph (screens + video)

Real-time path tracing is back. I haven't posted Brigade updates for a while, but development has never been stronger. This post is for the unhappy few who weren't able to attend Siggraph this year and couldn't witness our face-meltingly awesome Brigade demo with their own eyes. For your convenience, I have captured a video and a few screens of the Brigade demo, which you can see below.

Brigade's path tracing performance has gotten an enormous boost once again (thanks to the awesome work of Jeroen van Schijndel and Jacco Bikker), this time specifically for dynamic stuff. The demo shows a real-time dynamic water mesh, a skinned game character (from the IGAD student game 'It's about time') and an exploding horse. Since Siggraph the performance for dynamic scenes has almost tripled again.

What you see in the video is not exactly what was shown at Siggraph. The actual Siggraph demo was rendered with real-time path tracing at 1280x720 resolution at 60 fps and was running in OTOY's cloud with post processing. (My local system is not capable of video capturing and rendering with Brigade at 720p, so I had to turn down the resolution to get an acceptable framerate, the video is also using pretty ancient Brigade code, without the dynamic optimizations).

Without further ado, here's some screenshots and a video of the future of real-time graphics. Enjoy!


 Fin.

Friday, July 27, 2012

Real-time rendered animation previews with Octane Render

This is a major breakthrough in rendering: the last version of Octane Render can now render complex animatable objects completely in real-time with path tracing. This has never been done before and is a game changer for animation previsualisation.

Real-time ray tracing of scenes with highly detailed dynamic objects has always been considered as a near impossible feat and has held ray tracing back as a rendering method for interactive applications such as games. Until now: we have adapted Octane in such a way that it can handle dynamic scenes effortlessly and in real-time without compromising the ultrafast GPU path tracing performance.

The following video was made with the Octane plug-in for 3ds Max and demonstrates that the acceleration structure of the animated robot can be updated instantly while rendering an instant preview of the lighting. The transformer in the animation was used before in a demo that I've made with Brigade some time ago (http://raytracey.blogspot.co.nz/2012/04/real-time-photorealistic-path-tracing.html) and I always wanted to see it animated and rendered in real-time with path tracing, which can now be done with Octane and will be shown in another video :

This is the final render, with motion blur using subframes in 3ds Max:

https://www.youtube.com/watch?v=3NkN7JNbmnQ


Some screens from an early render:


UPDATE: a video of the same animation with materials





Another video, showing a real-time deforming hand, rendered with real-time path tracing:

https://www.youtube.com/watch?v=glSardxykPM



And a real-time rendered motion captured animation:



You'll be able to follow the progress of Octane Render and all of our tests on a dedicated blog soon (this post will also be moved to the new blog).

Monday, July 23, 2012

"Reconstructing the indirect light field for global illumination" paper finally available

It took some time, but the paper co-authored by Lehtinen, Aila, Laine and Durand is finally out. I've been looking forward to this paper for a few months and it surely doesn't disappoint:

http://groups.csail.mit.edu/graphics/ilfr/ilfr_preprint.pdf

Aila and Laine (Nvidia research) are both geniuses when it comes to GPU path tracing, image reconstruction, SVO and GI in general and their papers are guaranteed to contain exciting (and reproducible) results. The paper includes some interesting comparisons between the new algorithm, the a-trous wavelet filter and random parameter filtering. Good stuff!

Wednesday, July 18, 2012

Real-time path traced dynamic geometry in Octane Render

OTOY NZ just released a preview build of Octane Render which supports instancing and real-time path traced dynamic geometry, check it out (1080p video):




More info here: http://render.otoy.com/forum/viewtopic.php?f=7&t=22511

Thursday, July 12, 2012

Brigade at Siggraph 2012

Brigade will be presented in the Real-Time Live! session at this year's Siggraph:

http://s2012.siggraph.org/attendees/sessions/brigade-real-time-photorealistic-rendering-gpu-path-tracing

Other noteworthy game engines on display are Uncharted 3, the Luminous engine and Unreal Engine 4, so we're up there with the creme de la creme of the game industry :D

Be there or you will regret it forever.

Wednesday, July 4, 2012

Change of jobs...

I'm incredibly proud to announce that, starting today, I'm officially part of the Octane Render team at OTOY New Zealand (formerly Refractive Software).

You can check out the official announcement on the Octane Render forum here: 


I've been following Octane Render (the fastest unbiased GPU renderer in the world) since the day it was announced in January 2010 (see http://raytracey.blogspot.co.nz/2010/01/octane-render-realtime-gpu-based.html) and have always believed that it had an extremely bright future because it was essentially the closest thing to my dream of real-time cinema-quality graphics. 

The recently released plug-ins for Max and Maya combined with some recent breakthroughs on the workflow front will allow for some extremely cool and unseen stuff. Can't wait to get my hands dirty on it. 

Friday, June 15, 2012

Brigade fearsome physics cube in modern city

Another real-time rendering test with Brigade, set in the Urban Sprawl scene. 

- 800x480 resolution 
- 5 spp
- 2x GTX 580
- because there is very little noise, blurring (frame averaging) is turned off




UPDATE: A reader of this blog sent me a highly detailed mesh of a procedural mountain landscape (500k traingles), created with World Machine, which rendered extremely fast with Brigade. The image below took less than half a second to render (the lighting isn't great, but that's not the point of this test :)


UPDATE 2: some pictures of  an upcoming demo (idea by Jeroen van Schijndel):
the refraction index of the window glass is probably too much, should be tweaked