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Ofcourse the images look very nice but I'm not very impressed. A lot of artists create photo realistic images. For example the Ikea catalogue[1] has a lot of CG
by huuu 12y ago
Ofcourse the images look very nice but I'm not very impressed. A lot of artists create photo realistic images. For example the Ikea catalogue[1] has a lot of CG images.
These are just pre-rendered textures and light maps combined with real time lighting and reflections in Unreal Engine 4.
But I agree that UE4 does a very very good job at realistic real time lighting! Also take a look at the blog of Paul Mader: http://paulmader.blogspot.nl/ http://paulmader.blogspot.nl/
[1] http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/building_3d_with_ikea http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpe...
- 3rd3 12y agoWhat about the changing angle of light incidence in this fast-forward scene? https://www.youtube.com/watch?v=rOkJ1-vnh-s https://www.youtube.com/watch?v=rOkJ1-vnh-s It somehow looks like it would be dynamic diffuse indirect lighting. Wouldn’t that need to be pre-rendered for each position of the sun then? Or it’s just really good use of shadow maps, ambient occlusion and screen-space specular reflection: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ScreenSpaceReflection/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/Po... Edit: This particular scene uses light propagation volumes, in the other scenes it’s UE’s pre-computed (hence static) Lightmass GI, as parent comment said. https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightPropagationVolumes/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li... https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li...
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- huuu 12y agoWhat UE4 can do is very impressive. But when it comes to real time photo realism I think path tracing is even more impressive. For example this Brigade 3.0 demo: https://www.youtube.com/watch?v=BpT6MkCeP7Y https://www.youtube.com/watch?v=BpT6MkCeP7Y
- 1ris 12y agoI'm not that impressed, that noise is really anoing and the detail level is not that high. There are no interesting surfaces and no demo of excessive refraction or reflection. I'd like to see how a stature of glass would look like with this renderer. Why don't they add a very cheap real time renderer that produces fast and high resolution images and later add the low resolution output from that path tracker? I guess that would make noise a lot less distracting, as there where no black pixels anymore.
- 3rd3 12y agoI can't find it ATM, but I think I saw a technique that did exactly that using something like joint bilateral upsampling: http://research.microsoft.com/en-us/um/people/kopf/jbu/ http://research.microsoft.com/en-us/um/people/kopf/jbu/
- 3rd3 12y agohttps://www.youtube.com/watch?feature=player_detailpage&v=ZZAD7ysok6w#t=245 https://www.youtube.com/watch?feature=player_detailpage&v=ZZ... The filter_indirect in this demo does exactly that.
- tripzilch 12y agoWow, I had never considered the IKEA catalogue being so much CG. Makes sense, really. Now I've got a reason to look through it and check the pictures if I can spot the CG (but judging from that article, and their high quality standards, I kind of doubt I could).