Jacco Bikker (developer of the Brigade path tracer and Arauna ray tracer) has released a cool video and executable demo of a real-time path traced animation called "Simplex Paternitas" created for iGathering 2011 (a demoscene festival organised at IGAD):
http://www.youtube.com/watch?v=PaTz9tJ7_KY
The demo in the video runs smoothly on just one GTX 470. Links to the executable demo and source code can be found in the video description. I've tried the 32 spp demo on my laptop with 8600M GT and got around 2 fps! :)
Soft shadows, refraction and caustics
Accurate color bleeding from the blue and red walls is clearly visible in the shadows of the characters and reflective sphere
The animation reminds me of vintage CG from the eighties (like this one) which was rendered with either rasterization or Whitted-style ray tracing and needed several CPU hours per frame, while this is path traced in just a few milliseconds per frame.
http://www.youtube.com/watch?v=PaTz9tJ7_KY
The demo in the video runs smoothly on just one GTX 470. Links to the executable demo and source code can be found in the video description. I've tried the 32 spp demo on my laptop with 8600M GT and got around 2 fps! :)
Soft shadows, refraction and caustics
Accurate color bleeding from the blue and red walls is clearly visible in the shadows of the characters and reflective sphere
The animation reminds me of vintage CG from the eighties (like this one) which was rendered with either rasterization or Whitted-style ray tracing and needed several CPU hours per frame, while this is path traced in just a few milliseconds per frame.
UPDATE: I tinkered a bit with the scene parameters (different colors and materials and brighter sky). The image is taken at 28 samples per pixel. There is some slight greenish color bleeding from the ground onto the bottom half of the spheres and the character (not Kirby :) I will upload a video very soon. Even at 16 spp, there is almost no noise in the outdoor scene except for refractive spheres.
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