The video from the previous blogpost got over 75,000 views on Youtube, just a tad more than the usual 200 or so views per vid, so I decided to upgrade it a bit with a Stanford dragon and some teapots with glossy materials. Jeroen van Schijndel (OTOY developer working on Brigade) implemented dynamic water that also reacts to the player (test made with Brigade). It's nothing short of amazing to see the water ripples rendered with real-time reflection and refraction. The BVH acceleration structure for the mesh describing the water surface is updated every frame allowing for real-time path traced water. Brigade also got an incredible speed boost since the previous demo, it's even more real-time now :):
4 minute Youtube video: http://www.youtube.com/watch?v=5-naYSmhGOY
Stay tuned for a new demo of a photoreal, real-time path traced massive modern city, which I will reveal very soon. A preview screenshot (still lots of materials to tweak):




















































