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  1. Posts
    203

    Voxel Cone Traced Lighting - DX11 Contest

    Heres my entry for the DX11 contest. Its an implementation of realtime radiosity using voxel cone tracing.

    I'm kinda disappointed because I spent over a week making art for an environment, which was supposed to be the main part of the entry, but about 12 hours before the contest was over I realized I wasn't going to have enough time to finish the environment so I used the Sponza scene instead. So I only spent about 3 days on what actually got submitted .

    Standalone build:
    http://www.keenleveldesign.com/miscu...eTracing01.zip

    Heres a video:


    And some screenshots:








  2. Posts
    329
    Wow ! Looks like the contest was mostly about tesselation and particles but finally !
    I was hoping that somebody would do realtime GI and your results are great !

    any chance to get an executable ?


  3. Location
    Indianapolis, Indiana
    Posts
    98
    So someone actually went ahead and did it. So let's see what we have now:
    Voxel Cone Tracing
    Procedural Terrain
    Procedural Water
    Crazy Particle Systems
    Physical Materials

    What is left on the checklist before UE4 is moot?
    [Hardware:] Windows 7, Nvidia Geforce GT 440, AMD Athlon II X4 620, 6GB RAM
    [Websites:] Development Blog | LinkedIn
    [Projects :] Alloy Physical Shader Framework | Free RNM Shaders


  4. Posts
    2,246
    WOW. AMAZING.
    Are you going to put that on Asset Store?

    Please say yes please pretty please please please....


    Last edited by I am da bawss; 01-19-2013 at 04:36 AM.


  5. Posts
    1,684
    Oh....Wow.. Hahah. Best one I've seen yet. Real Time GI is a huge step towards photorealism. It can make any scene look good.

    Amazing work.
    If you are looking for next gen lighting, I have been building a lighting engine for Unity the past 6 months. It contains real time global illumination, and physically accurate area lights and works on all versions of unity. Check out the forum thread: http://forum.unity3d.com/threads/233...p-Area-Lights)

  6. Super Moderator
    Location
    Great Britain
    Posts
    9,650
    Impressive. I would expect a lot of asset store solutions / and unity to pop up with native versions
    Currently working with Sony on our new
    PS4 and Vita game in Unity!

    This post is not representative of Simian Squared Ltd


  7. Location
    Land of Sushi and Geisha
    Posts
    1,370
    My jaw dropped to the floor. Dang that is awesome! Even without your own environment.

    So someone actually went ahead and did it. So let's see what we have now:
    Voxel Cone Tracing
    Procedural Terrain
    Procedural Water
    Crazy Particle Systems
    Physical Materials

    What is left on the checklist before UE4 is moot?
    Yeah not much, I think.
    I really didn't expect such great stuff from that contest. Hopefully you guys make it available for everyone. I'd be happy to throw my wallet at you.
    Last edited by nipoco; 01-18-2013 at 10:41 PM.

  8. Unity Graphics Developer

    Location
    Unity Technologies, basement
    Posts
    3,974
    Nice! Did you run into any feature set limitations (i.e. DX11 stuff that's not "properly" exposed in Unity 4.0)? I was wondering whether what we have in 4.0 is enough for voxel cone tracing, or not... looks like it is


  9. Location
    Istanbul
    Posts
    29
    Looking so nice. Unity4 is pushing the limits.

    Any chance that you can share executable demo for this?


  10. Posts
    402
    Holy.. ! Awesome you were able to pull this off! Can't believe how much talent there is in the community!

    Are you doing a specular cone as well? Seems so in some part of the videos, but I'm not sure. Great work man, and best of luck in the competition!


  11. Location
    Italy
    Posts
    648


  12. Posts
    848
    Quote Originally Posted by kenshin View Post
    Epic!
    Actually, I wouldn't say it's Epic at all... =P

    Looks amazing.


  13. Location
    Greece
    Posts
    387
    Wow! I was waiting for this!!!
    Well done.

    You're gonna make me upgrade to unity4 earlier then I planned!

    How is it performance wise?

    And please put it on the asset store.


  14. Posts
    52
    please please put it on the asset store.


  15. Location
    Indianapolis, Indiana
    Posts
    98
    Have you tried doing metallic specular on anything? I would like to see how blurry the reflections look.
    [Hardware:] Windows 7, Nvidia Geforce GT 440, AMD Athlon II X4 620, 6GB RAM
    [Websites:] Development Blog | LinkedIn
    [Projects :] Alloy Physical Shader Framework | Free RNM Shaders


  16. Posts
    644
    Get over here so I can throw wallets at your head.


  17. Posts
    27
    Simply amazing.

    How would this work in a sandbox game? Is it possible to have the voxels decrease in resolution along the horizon in an "infinite" environment?
    Last edited by Temporaro; 01-19-2013 at 08:19 AM.


  18. Location
    The Netherlands
    Posts
    412
    Quote Originally Posted by kurtloeffler View Post
    I'm kinda disappointed because I spent over a week making art for an environment, which was supposed to be the main part of the entry, but about 12 hours before the contest was over I realized I wasn't going to have enough time to finish the environment so I used the Sponza scene instead. So I only spent about 3 days on what actually got submitted .
    Yeah, cutting content is painful . I think you'll see that has happened with other entries as well. Experimental products not being completely predictable and all that
    Still, interesting to see you casually implementing Voxel Cone Traced Indirect Lighting in 3 days ^_^.


  19. Posts
    3


  20. Posts
    1

    Amazing

    Amazing !

    I'd love to see some implementation details.

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