Thursday, September 27, 2012

iCEnhanced Brigade screenshots (2)

Another set of stunning screenshots made by iCELaGlace using OTOY's Brigade engine. The scene is Stonemason's Backstreets. Seeing this stuff running in real-time is utterly amazing. We have a dynamic character in there as well, but that's something for another post :) 


More to follow soon...

Friday, September 21, 2012

iCEnhanced Brigade screenshots (1)

These are the first tasty screenshots made by iCELaGlacE (Hayssam Keilany) using the iCEnhanced version of OTOY's Brigade real-time path tracing engine (the beautifully detailed interior scene was created by Enrico Cerica and contains over 1 million triangles):

The aim is to make a game with this scene, some of the gameplay ideas include a small toy car or plane that you can navigate through the scene or an action packed Heavy Rain like game. Or even some physics cubes destroying the scene similar to this photoreal animation (rendered with Octane):  

Follow the iCEnhancer Facebook page for more shots:

Thursday, September 13, 2012

Hayssam Keilany aka iCELaGlacE joins OTOY

Excellent news everybody! Hayssam Keilany, creator of iCEnhancer and best known for his photorealistic GTA IV mod, has joined our ever growing OTOY team in New Zealand to apply his lighting magic on the Brigade engine and Octane Render, the only renderers capable of real-time path tracing of dynamic scenes. With iCELaGlacE on board, we will bring Octane and Brigade to a whole new level, completely blurring the line between real and virtual scenes. I'm confident to say that within one year, we will have 100% movie quality animations and games running in real-time in the cloud. Fun times ahead!
iCEnhancer facebook page:

Shot from GTA IV with iCEnhancer:


Tuesday, September 11, 2012

Real-time path tracing: racing game

This post is for the long time followers of this blog: one year ago, I've created a real-time path traced racing/physics game called "Unbiased Stunt Racer" (see The game could run in real-time with path tracing because it only used spheres and boxes as primitives (about 50 primitives in total). Here's a screenshot:

Now, one year later, we can path trace dynamic scenes containing millions of triangles in real-time with Brigade, so the progress we made was not that bad. As a proof-of-concept, we've created a small racing game featuring a tiny race car, complete with physics. Thanks to some further optimizations, Brigade is now rapidly approaching a point where it can instantaneously render noise-free photorealistic images. The video below isn't even using the latest code (which has massively improved support for dynamic scenes) yet. The photorealism you can get out of Brigade nowadays is unrivaled and unique in the world of game engines. The potential of this tech is endless: for example, the automotive industry can render a photoreal and interactive car commercial in real-time or allow their customers to virtually drive around in a photoreal 3D city with the car of their dreams reflected in the display windows...