You remember those games, with art that was made to fit the technology and technology was made to fit the art? like doom 2 or quake.
Path tracing won't render GTA5 on any high end PC today, but smaller scoped games/demos/visuals are really within reach. check out: [ame="
http://www.youtube.com/watch?v=z27EpDJprQg"]allparts.avi - YouTube[/ame]
I wonder if there is any inspired artist to squeeze out the juice of this tech. we could trade
- resolution
- poly count
- high res textures
- dynamics
-...
for
- realistic materials
- global lighting
- caustics
- reflections
- refractions
- depth of field
- motion blur
- proper transparency
- ...
we'd start minimal and iterate, iterate, iterate and see what we can get out of it.
Drop me a pm if you'd like to have some collaborative fun creating the first real path tracing game in history
or post here if you have questions.
Replies
https://dl.dropboxusercontent.com/u/56872693/pathy.htm
(careful, might be slow on your machine)
https://dl.dropboxusercontent.com/s/ko5ijsk7nk1tghc/pathy3.htm
-gamma correction
-depth of field
-glass metarial -> reflection, refraction, fresnel (check out the realtime caustic on the ground)
-more sophisticated randomization of rays to reduce noise
-post filtering to further reduce noise
-'super sampsling' to reduce noise
drop me a note if you're interested