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Precomputed Radiance Transfer in Unigine


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#1 Guest_Diesel_*

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Posted 11 October 2005 - 02:00 PM

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Description
It's a screenshot from Unigine v0.33 demo.
Unigine is a high-tech cross-platform (Win32/Linux) engine of virtual worlds. Main fields of application are games and virtual reality systems.

The screenshot demonstrates PRT (Precomputed Radiance Transfer) lighting, soft shadows, sky with sun energy scattering, reflection (see splinters of glass in the right-bottom corner).

Demo features:

# PRT (Precomputed radiance transfer) lighting
# HDR (High Dynamic Range) rendering
# Procedural sky with light scattering
# Postprocessing: motion blur
# Reflection
# Interactive lighting configuration tool
# Up to 350k polygones per frame
# Benchmark mode is available

You can download this demo (and 2 others) from our website: http://unigine.com/download/
We highly recommend you to use latest stable versions of drivers for your video card to run the demo.

More screenshots: http://unigine.com/screenshots/

Full Unigine features list: http://unigine.com/features/

#2 Ed Mack

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Posted 11 October 2005 - 02:02 PM

I've been a frustum.org fan for a long time, and these demos are really a joy indeed - and crossplatform :D

#3 corey

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Posted 11 October 2005 - 02:37 PM

How do you like HDR rendering so far?

corey

#4 Ed Mack

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Posted 11 October 2005 - 03:56 PM

When I enabled HDR, I just got a black screen :( I have a GeForce 6800, and hoped for pretty images.

#5 DenDiesel

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Posted 12 October 2005 - 10:48 AM

Don't use HDR with AA because it's impossible due to hardware limitations.

#6 SnprBoB86

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Posted 12 October 2005 - 03:15 PM

ATI 9700 mobility (128 meg vmem), AMD 64, and 1 gig ram: runs the 128mb version nicely (did not try HDR)
Brandon Bloom
http://brandonbloom.name

#7 Pantheon

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Posted 12 October 2005 - 09:33 PM

Would you be able to disclose any technical details about the PRT implementation. Is it per-vertex or perhaps -texel? Some lighting artifacts are vissible upon close inspection, most likely due to dynamic subdivision. This points to texture involvment.

A realy nice demo with a simmilar wow factor to the digoth moor wxp demo from the geforce 256 days. Lovely stuff :happy:

#8 Pantheon

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Posted 24 October 2005 - 09:22 AM

Ok, on closer inspection the wireframe view shows a high tesselation pointing to vertex lighting but that still does not explain the odd shading artefacts. Perhaps this is due to some implementation of coeficient gradients. This is the best demo i have seen for the pc yet.

#9 NeARAZ

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Posted 24 October 2005 - 09:59 AM

Is the 350k polys/frame a hardcoded upper limit? If so - why? :)

#10 DenDiesel

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Posted 24 October 2005 - 07:54 PM

No, there is no hardcoded poly count limits. There are up 350k polygones per frame in this particular demo.





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