Hayssam Keilany has shared a new video from the first real-time path tracing engine, Brigade 3.0. Brigade is an extremely fast GPU path tracer that supports ray-traced global illumination, accurate reflections/refractions on curved surfaces, unlimited soft shadows and real area lights. The team is also working on reducing the noise side-effect that is caused due to its rendering method (low samples in path tracing result in noise side-effects).
OTOY has just released a new GTX 2015 video for its amazing real-time path tracer engine, the Brigade Engine. Contrary to all previous videos, this time OTOY has managed to minimize the noise side effect that was present in all previous videos.
Is this truly real time? Am I dreaming? I've done renders before with path tracing renderers running on GPUs and never thought it could be possible to do them in real time without noise. I've even used OTOY's own Octane renderer and never saw something like in this video. What GPU was used to render it? Or I should ask how many GPUs were used? Because if this "real time" is done with the help of a render farm then it won't be useful in gaming, but if this can be done running on one system then.... wow!
Path tracing is the best way to achive truly photorealistic lighting. This Brigade Engine could become the future in video game graphics, like Solid Agnle's Arnold Renderer just become the most used path tracing renderer in animation and VFX.
Can't wait for the future!
The realism in this video is insane. Can't wait to see more and I actually game being developed using this.
If they can optimize and get the noise down to a level similar to some light film grain then it wouldn't bother me that much. The visuals themselves look great.
And for those who don't know, Hayssam Keilany is "iCE La GlacE" the creator of iCEnhancer for GTA IV.
This looks so amazingly fantastic. They seem to be optimizing it more and more, but even this current version will be grain free in the next few years just by hardware getting faster. This with oculus would be a mind-blowingly realistic experience
Been tracking this tech for years, and honestly i'm super impressed with how much it has improved. in the past 3 years it's went from unplayable (the noise was far more intense when moving before and took a few seconds to fill in when the camera stopped) to something that could actually be used and fully functional. I mean really i think at this point the noise could actually be used in favor of an aesthetic presentation of say maybe a horror game or something. Really hope this gets the the point of eliminating static soon, would really love to see it in its full glory