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 the unhappy few who weren't able to attend Siggraph this year and couldn't witness our face-meltingly awesome Brigade demo with their own eyes. For your convenience, I have captured a video and a few screens of the Brigade demo, which you can see below.
Brigade's path tracing performance has gotten an enormous boost once again (thanks to the awesome work of Jeroen van Schijndel and Jacco Bikker), this time specifically for dynamic stuff. The demo shows a real-time dynamic water mesh, a skinned game character (from the IGAD student game 'It's about time') and an exploding horse. Since Siggraph the performance for dynamic scenes has almost tripled again.
What you see in the video is not exactly what was shown at Siggraph. The actual Siggraph demo was rendered with real-time path tracing at 1280x720 resolution at 60 fps and was running in OTOY's cloud with post processing. (My local system is not capable of video capturing and rendering with Brigade at 720p, so I had to turn down the resolution to get an acceptable framerate, the video is also using pretty ancient Brigade code, without the dynamic optimizations).
Without further ado, here's some screenshots and a video of the future of real-time graphics. Enjoy!
Without further ado, here's some screenshots and a video of the future of real-time graphics. Enjoy!
Fin.