Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Monday, September 3, 2012

Real-time photorealistic physics experiments with Octane Render continued

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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 Voron...
6 comments:
Thursday, August 30, 2012

Real-time photorealistic physics experiments with Octane Render

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Some real-time rendered physics experiments I did with Octane Render (the ultrafast unbiased GPU renderer) and MassFX in 3ds Max 2012. The ...
7 comments:
Wednesday, August 15, 2012

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

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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...
15 comments:
Friday, July 27, 2012

Real-time rendered animation previews with Octane Render

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This is a major breakthrough in rendering: the last version of Octane Render can now render complex animatable objects completely in real-t...
20 comments:
Monday, July 23, 2012

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

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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...
6 comments:
Wednesday, July 18, 2012

Real-time path traced dynamic geometry in Octane Render

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OTOY NZ just released a preview build of Octane Render which supports instancing and real-time path traced dynamic geometry, check it out (1...
16 comments:
Thursday, July 12, 2012

Brigade at Siggraph 2012

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Brigade will be presented in the Real-Time Live! session at this year's Siggraph: http://s2012.siggraph.org/attendees/sessions/brigade...
4 comments:
Wednesday, July 4, 2012

Change of jobs...

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I'm incredibly proud to announce that, starting today, I'm officially part of the Octane Render team at OTOY New Zealand (formerly ...
17 comments:
Friday, June 15, 2012

Brigade fearsome physics cube in modern city

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Another real-time rendering test with Brigade, set in the Urban Sprawl scene.  - 800x480 resolution  - 5 spp - 2x GTX 580 - becau...
64 comments:
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Sam Lapere
Passionate about real-time photorealistic graphics with path tracing. Unreal Engine developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and Brigade real-time path tracer, photoreal 3D graphics consultant, medical imaging researcher and M.D. at Ghent University Hospital. My tutorial series on GPU path tracing on GitHub. My LinkedIn profile. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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