Dark Bit Factory & Gravity

ARCHIVE => Archive => Useful links => Topic started by: Hezad on September 27, 2008

Title: A real time photorealistic demo
Post by: Hezad on September 27, 2008
Hey :)

Maybe some people here know this link, but I was so amazed .. oO

(http://www.daionet.gr.jp/~masa/rthdribl/Image/00.jpg)

http://www.daionet.gr.jp/~masa/rthdribl/ (http://www.daionet.gr.jp/~masa/rthdribl/)

-look for download section-

Interaction with the scene (mouse), HDR, motion blur, depth of field (etc..) ... Everything :P Really impressive. You need a really powerful PC to play this smoothly (3.5 FPS for me -_-, the screen comes from the site, but even at 3.5 FPS, it's really nice to see)
Title: Re: A real time photorealistic demo
Post by: Hezad on September 27, 2008
rah I love that screen ..

(http://www.daionet.gr.jp/~masa/rthdribl/Image/07.jpg)
Title: Re: A real time photorealistic demo
Post by: Pixel_Outlaw on September 27, 2008
I was amazed by how well done and accurate the skull was. I know that is not the point but, damn that is one nicely modeled skull.

This is about the best thing I've seen all day.
Title: Re: A real time photorealistic demo
Post by: Shockwave on September 27, 2008
That will do until I see what Auld releases in the 4kb competition at Function tonight :)

Really nice lighting. Works well here on this radeon x1650, I got up to 40 fps.
Title: Re: A real time photorealistic demo
Post by: benny! on September 27, 2008
That will do until I see what Auld releases in the 4kb competition at Function tonight :)
...

Huh ... Auld is still active ?  ???
Title: Re: A real time photorealistic demo
Post by: hellfire on September 27, 2008
Photo-realistic is funny description for this demo since the realistic part is actually achieved by photos  ;D
It's based on Paul Debevec (http://www.debevec.org)'s work on rendering with natural light (http://www.debevec.org/RNL) from 1998.
As lighting and background use the same photographed resources, the rendered objects integrate very well.
Photometric effects like glow and motion blur add another level of realism.
Title: Re: A real time photorealistic demo
Post by: Hezad on September 28, 2008
Quote
That will do until I see what Auld releases in the 4kb competition at Function tonight Smiley

Hum .. sorry to say that but I don't know Auld :/ any link where I can see that ?


Quote
Photo-realistic is funny description for this demo since the realistic part is actually achieved by photos  Grin

 :P

Quote
It's based on Paul Debevec's work on rendering with natural light from 1998.
thanks for the link, nice stuff :D
Title: Re: A real time photorealistic demo
Post by: Jim on September 28, 2008
Runs at over 120fps on my PC.  Must be quite an old demo.  The materials and focus/fov stuff are nice, even when you disregard the fact that a lot of it is environment mapped textures.

Jim

Title: Re: A real time photorealistic demo
Post by: Hezad on September 29, 2008
120 FPS oO What the ?!! Is my computer so old ?

Quote
even when you disregard the fact that a lot of it is environment mapped textures.

I noticed several people here consider the fact that it uses environment mapped textures is hum.. kinda negative? Am I right ? if so, why ?

btw, does it exist a radiosity and/or photon mapping (even very simple) real time demo ?
Title: Re: A real time photorealistic demo
Post by: hellfire on September 30, 2008
Quote
I noticed several people here consider the fact that it uses environment mapped textures is hum.. kinda negative?
I don't think so:
Textures naturally contain much more complex lighting-information than a manual light-setup (using a few lights only).
Using photographed textures (be it environmental- or simple color-maps) also add a lot of realism to a scene.
When professional CG has to be integrated into filmed material, taking light-probes from the original setting is quite established.
Environment-Mapping generally has the downside that the "environment" is expected to be far away and can't capture close local lights very well - so it's always a matter of what you want to achieve.
Title: Re: A real time photorealistic demo
Post by: Hezad on September 30, 2008
Hum okay :)
Title: Re: A real time photorealistic demo
Post by: mind on September 30, 2008
120 FPS oO What the ?!! Is my computer so old ?

Quote
even when you disregard the fact that a lot of it is environment mapped textures.

I noticed several people here consider the fact that it uses environment mapped textures is hum.. kinda negative? Am I right ? if so, why ?

btw, does it exist a radiosity and/or photon mapping (even very simple) real time demo ?

ran at around that on my laptop aswell, and i dont consider this one to be that awesome ^^ so yeah, yours is probably just old ^^
Title: Re: A real time photorealistic demo
Post by: Hezad on September 30, 2008
Quote
ran at around that on my laptop aswell, and i dont consider this one to be that awesome ^^ so yeah, yours is probably just old ^^

aargh sshh ! If he reads that, it'll be a pleasure for him to crash everytime I need stability, you know, he's a bit touchy ;D
Title: Re: A real time photorealistic demo
Post by: rain_storm on October 04, 2008
Amazing visuals. I just love the lighting, but I was disappointed that you dont really have any freedom to move around in the environment, only to move the model. but it is still very nice to watch. Excellent find Hezad :D
Title: Re: A real time photorealistic demo
Post by: Hezad on October 05, 2008
thanks ^^ 'glad you liked it :)

Quote
I was disappointed that you dont really have any freedom to move around in the environment

I'm still dreaming of an interactive demo with a global illuminated room in which we could move freely :P
Title: Re: A real time photorealistic demo
Post by: Hotshot on October 06, 2008
I believe there will be raytacting on 2012 for gaming.

That is realtime photo reactics  8)
Title: Re: A real time photorealistic demo
Post by: ninogenio on October 15, 2008
i dont know about that hotshot :)

ive seen a city run on the ps3 raytraced which looked good not quite photo realistic but i belive it was runing on the cell broadband engine over a network of 100 ps3's.

and even at that there was no user input or ai.