Let's discuss real-time ray tracing for lighting for CG in videogames.
This kind of ray-tracing CGI work. Real-time photorealistic GPU path tracing.
Currently Ray-tracing is the rendering technique used by the film industry and is considered to complex for today's game systems.
Technically the film industry has to only render for 24fps and sometimes higher for slow-motion playback.
Though movies like The Hobbit are now shooting at 48fps. Games are higher than 30fps and often 60fps which is double the rendering.
At the moment I saw a youtube video where IBM Interactive Ray-tracer (iRT) was using three Sony Playstation3s (PS3) to render a model that is 75x more complex then those used in today's games.
When the PS4 and XBOX 720 "Durango" are released will they have this capability yet in 2013?
Is this still 6 years away from videogames using future PS5 hardware?
It's this kind of level of detail where things are going:watch this 7 minute video which has some comparisons which is amazing.
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]]Euclideon
Will games like the original Quake (or Quake II) be able to be ported to these and upgrade the texture maps to allow new gaming engines with lighting and atmospheric effects and physics engines to remaster these old games? Essentially having a director of Photography light each map in Quake. How cool would that be? Sure the big question is are they worth it? since now physics engines are so much more important and lighting is pretty close with atmospheric effects. Not too mention the low sample rate and bit-rate audio sound FX in those old games. I think this could definitely work for sandbox interior-only games that could be remastered but what about a big sandbox game like Grand Theft Auto: San Andreas (2004)?
related is a blog on Ars Technical last month that got me thinking: How close are we to truly photorealistic, real-time games?
This kind of ray-tracing CGI work. Real-time photorealistic GPU path tracing.
from the above link.Progressive rendering is becoming a popular alternative to precomputation approaches
Currently Ray-tracing is the rendering technique used by the film industry and is considered to complex for today's game systems.
Technically the film industry has to only render for 24fps and sometimes higher for slow-motion playback.
Though movies like The Hobbit are now shooting at 48fps. Games are higher than 30fps and often 60fps which is double the rendering.
At the moment I saw a youtube video where IBM Interactive Ray-tracer (iRT) was using three Sony Playstation3s (PS3) to render a model that is 75x more complex then those used in today's games.
When the PS4 and XBOX 720 "Durango" are released will they have this capability yet in 2013?
Is this still 6 years away from videogames using future PS5 hardware?
It's this kind of level of detail where things are going:watch this 7 minute video which has some comparisons which is amazing.
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]]Euclideon
Will games like the original Quake (or Quake II) be able to be ported to these and upgrade the texture maps to allow new gaming engines with lighting and atmospheric effects and physics engines to remaster these old games? Essentially having a director of Photography light each map in Quake. How cool would that be? Sure the big question is are they worth it? since now physics engines are so much more important and lighting is pretty close with atmospheric effects. Not too mention the low sample rate and bit-rate audio sound FX in those old games. I think this could definitely work for sandbox interior-only games that could be remastered but what about a big sandbox game like Grand Theft Auto: San Andreas (2004)?
related is a blog on Ars Technical last month that got me thinking: How close are we to truly photorealistic, real-time games?
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