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Unigine v0.33 and two new demos have been released. You can download demos and videos from official Unigine site.

Site demo

  • PRT (Precomputed radiance transfer)
  • HDR (High dynamic range rendering)
  • Procedural sky with light scattering
  • Interactive light configuration tool
  • Up to 350k polygones per frame
  • Benchmark mode is available

  • From:d123
    Date:11.10.2005 19:06
    Message:Site demo is really impressive. How much time took the preprocessing for the PRT?

    From:Frustum
    Date:11.10.2005 20:07
    Message:2 days and ~36GHz

    From:d123
    Date:12.10.2005 01:38
    Message:Impressive demo. So for each sample point you spawn a recursive ray that bounce and see if it hits a sky surface and then calculate how much light it gets or you light the entire world with radiosity for each sun direction and capture the received light of each sample as being the transfer previouse given sun direction ? I was thinking that maybe if you use the last idea it may be possible to have some frame coherance betweeen different direction when you calculate the radiosity maps. I was thinking actualy that one can fast create radiosity maps using shadow and lighting fields for light sources and objects. The fields will be calculated based on a maximum aloud light level. For each object/light you calculate the fields only once. So when you build the level you just place scaled instances of the objects and lights that have attached lighting fields. This will increase the time spend when calculating the radiosity maps for each sun direction. Anyway is only an idea haven't test it :). What about memory wise ? How much data do you use for those PRT ? Are they textures or did you tesselate the world a lot ?;) Great demo man.

    From:Frustum
    Date:12.10.2005 17:27
    Message:Hmm, to calculate PRT map we must find intersections with ~2000 rays per PRT map texel and scene. It's not a radiosity. And this task can be distributed well on several pc's. All PRT textures in Targa format have 56Mb in size for 256Mb demo version.

    From:d123
    Date:12.10.2005 21:29
    Message:I just want to let you know that I believe that you are going in the right direction with the engine in terms of graphics, physic and ai. Having a c++ based script language that can compile as native c++ code is the right way to do scripting. Artists can easily extend the engine using scripts and in the end of project when you have a lot of scripts if the ai performance becomes an issue just compile the code with c++ compiler and you're go to go. That's very helpful because a lot of times I've felt like moving all the scripts to native code.
    Congrats.
    Yours d123.


    From:BlindShooter
    Date:17.11.2005 07:52
    Message:Simply amazing! :)

    From:blade
    Date:27.12.2005 14:47
    Message:great demo!! hmmm.. what's the reason why there are no shadows?

    From:Daemon
    Date:20.01.2006 20:02
    Message:Nice demo, well done. And some words about Reality Engine. Sorry, but this is not an advantages of Reality Engine, this is an absurd marketing. Some points absolutely foolish, for example Doom3 engine compatibility with Dx10 (for what? OpenGL will has all of the advantages of Dx10). And Unreal Engine 3 much more powerful then Reality Engine. Unreal Engine 3 also uses spherical harmonics for calculation of lightmaps for static lightning, also it can combine different methods of shadowing (realtime stencil shadowing and lightmaps an so on). Epic bought Reality Engine, because it costs much smaller, and it was a competitor for Unreal Engine 3. Unreal Engine it's a huge complex, not only renderer. And one think - PRT it's just a static type of shadowing and also it heavily cost for GPU (a large amount of texture memory).

    И немного на родном языке. Ребята вы молодцы, так держать. И есть один вопрос - сколько лет прошло от самой, самой первой версии frustum engine?


    From:Daemon
    Date:20.01.2006 20:02
    Message:Nice demo, well done. And some words about Reality Engine. Sorry, but this is not an advantages of Reality Engine, this is an absurd marketing. Some points absolutely foolish, for example Doom3 engine compatibility with Dx10 (for what? OpenGL will has all of the advantages of Dx10). And Unreal Engine 3 much more powerful then Reality Engine. Unreal Engine 3 also uses spherical harmonics for calculation of lightmaps for static lightning, also it can combine different methods of shadowing (realtime stencil shadowing and lightmaps an so on). Epic bought Reality Engine, because it costs much smaller, and it was a competitor for Unreal Engine 3. Unreal Engine it's a huge complex, not only renderer. And one think - PRT it's just a static type of shadowing and also it heavily cost for GPU (a large amount of texture memory).

    И немного на родном языке. Ребята вы молодцы, так держать. И есть один вопрос - сколько лет прошло от самой, самой первой версии frustum engine?




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