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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Sol Project
Sebiestor Tribe Minmatar Republic
102
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Posted - 2014.11.21 08:57:30 -
[31] - Quote
Who would have thought, a good thread by IZ. |
Claud Tiberius
Fidelas Constans
80
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Posted - 2014.11.21 11:12:32 -
[32] - Quote
Global illumination and Volumetric lighting would be amazing, if I had a super computer.
Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.
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Cyndrogen
Angels Of Life
634
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Posted - 2014.11.21 20:17:23 -
[33] - Quote
Claud Tiberius wrote:Global illumination and Volumetric lighting would be amazing, if I had a super computer.
I'm pretty sure I remember seeing global illumination for World of Darkness and walking in stations. Unity, Cryengine and Unreal all support their version of GI and Octane is pushing quickly into the gaming marketplace. Raytracing is the future of graphics.
Eve already supports volumetric lighting in case you have not noticed. :)
HP already has 64 core machines, so it's only a matter of time before eve online is streamed from a cloud of supercomputers onto your old laptop.
CCP any plans for offering a streaming EVE online version for a premium price? |
Cyndrogen
Angels Of Life
634
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Posted - 2014.11.21 21:05:24 -
[34] - Quote
CCP Darwin wrote: [list] Any form of "global illumination," meaning light bouncing off one surface to illuminate another. (This includes raytraced reflections of other objects in the scene other than the illumination map, since in a PBR system, "diffuse bounce" is just a reflection with a broader BRDF.)
Ahh yes, that was another question I had about the environment maps. Are you using convolution maps to simplify the reflections?
Basically in visual effects we actually generate convolution maps, a fancy term for blurring the original image, but it's done in linear space on an HDR image, so the bright hot spots bloom making it easier to sample the light without having to crank up the anti aliasing samples or light samples. It's a quick cheat to get a diffuse looking surface from the render engine that is noise free.
You could also generate mip maps, or multi resolution maps and jus sample the smaller variant to get the diffuse effect. Sounds like eve might already be doing something similar.
What is the engine for Eve online called? Is there a name? |
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CCP Darwin
C C P C C P Alliance
453
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Posted - 2014.11.21 22:39:13 -
[35] - Quote
Cyndrogen wrote:[quote=CCP Darwin]You could also generate mip maps, or multi resolution maps and jus sample the smaller variant to get the diffuse effect. Sounds like eve might already be doing something similar.
What is the engine for Eve online called? Is there a name?
EVE's textures are mip-mapped as a level of detail optimization, so if one needs a blurred texture, reading a lower mip level is the easiest way to do it. That said, that wouldn't offer much flexibility in BRDF choice, so I'm not sure what the engine is doing internally.
As for volumetric effects, we have them, but I'm believe we're not using a fully-raytraced approach to get there. I probably shouldn't speculate about what alternative we're using, but there are a couple.
EVE's current graphics engine is called Trinity, and was released in the (wait for it...) Trinity expansion. I suspect it's no accident that our best-equipped conference room is named after that expansion.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7048
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Posted - 2014.11.21 23:04:52 -
[36] - Quote
CCP Darwin wrote:
EVE's textures are mip-mapped as a level of detail optimization, so if one needs a blurred texture, reading a lower mip level is the easiest way to do it. That said, that wouldn't offer much flexibility in BRDF choice, so I'm not sure what the engine is doing internally.
As for volumetric effects, we have them, but I'm believe we're not using a fully-raytraced approach to get there. I probably shouldn't speculate about what alternative we're using, but there are a couple.
All a can think right now
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Cyndrogen
Angels Of Life
640
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Posted - 2014.11.27 00:07:20 -
[37] - Quote
CCP Darwin wrote:Cyndrogen wrote:[quote=CCP Darwin]You could also generate mip maps, or multi resolution maps and jus sample the smaller variant to get the diffuse effect. Sounds like eve might already be doing something similar.
What is the engine for Eve online called? Is there a name? EVE's textures are mip-mapped as a level of detail optimization, so if one needs a blurred texture, reading a lower mip level is the easiest way to do it. That said, that wouldn't offer much flexibility in BRDF choice, so I'm not sure what the engine is doing internally. As for volumetric effects, we have them, but I believe we're not using a fully-raytraced approach to get there. I probably shouldn't speculate about what alternative we're using, but there are a couple. EVE's current graphics engine is called Trinity, and was released in the (wait for it...) Trinity expansion. I suspect it's no accident that our best-equipped conference room is named after that expansion.
Great soundtrack for Trinity as well. ;) |
Cyndrogen
Angels Of Life
640
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Posted - 2014.11.27 00:28:56 -
[38] - Quote
Darth Schweinebacke wrote:Ralph King-Griffin wrote:
If I remember correctly it can change a 12 minute render into a 12 hour one(for video).
Try 24 hours for a single image! Grrrrrrrr.. someone buy me a renderfarm for x-mas pls!
Try www.lagoa.com |
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