Ezek az idei GDC (szerintem) legérdekesebb prezentációi a Media & Entertainment panelről. Klikk a linkekre a videókért illetve klikk IDE az összes többi előadásért és a PDF-ekért.
Vladimir Koylazov (Chaos Software), Blagovest Taskov (Chaos Software Ltd.)
This
talk discusses recent advancements in V-Ray RT GPU towards a
fully-featured production renderer. Covered topics include
implementations on the the GPU for hair raytracing, sub-surface
scattering, out-of-core texture paging, displacement and others.
- See more at:
http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=&searchItems=&sessionTopic=&sessionEvent=2&sessionYear=2015&sessionFormat=&submit=&select=+#sthash.cgOob6Pr.dpuf
This rig is fully based on FACS, interactive controllers, over 100 joints deforming the model without any blendshapes.
And I try to create wrinkles using a custom DX11 shader which is able to blend several normal maps with masks.
Brigade is in real-time, it’s an engine for video games. It uses path
tracing to render the image; instead of rasterisation like every other
3D games.
Brigade uses path tracing, which is an extension to the ray tracing
algorithm capable of producing photorealistic images. It traces many
rays (samples) per pixel in random directions, and then takes the
average value to calculate the final color of each pixel.
Whenever a ray hits a surface, a new ray is traced from that hitpoint
in a random direction until the max path depth is reached or until a
Russian roulette-like mechanism kills the ray.
This way, path tracing is able to produce effects like diffuse color
bleeding, glossy (blurry) reflections, true ambient occlusion, soft
shadows, caustics, true depth of field, etc.
It can simulate every known material including participating media
like fog, god rays and clouds and materials with sub-surface scattering
for example.