I’m showing some progress with my rendering techniques focused on hybrid
rendering systems (rasterization + ray tracing … of course). This demo
shows off some tricks which I can do with my engine and my real time ray
Some tech - demo uses some normal mapping of course, dynamic plausible
shadows, oren nayar shading model (rocks, sand) and lambert+blinn on
wood (airplane). About some more important effects - local indirect
lighting and local ambient occlusion (global is just too much for today
hardware), reflective/refractive water with caustics (texture), volume
shadows and volume soft caustics. Though supersampling isn’t present.
About music - Fliegerlied from Germany - it sings about an airplane and
pilot (thats the purpose of plane in demo)
It needs Shader model 4.0 and fast CPU (on some CPUs it uses just one
thread … its mine bug, I need to fix it) - raytracing.
I hope you’ll enjoy it.
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Nice work Otte!
You’ve never failed to impress with your tech demos :)
I have to ask though, is the graininess a result of the raytracing? Is
there a way to smooth the results properly?
EDIT:the video doesn’t seem to have the same static, maybe its just an
image problem on this site or my laptop
The image looks grainy to me too; it’s not just your computer.
the image is grainy, because I captured it before without any kind of
“smoothing GI result” implemented.
would you mind sharing some technical details about the indirect
lightning method you used ?
Very interesting ;)