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Realtime GI System - Indirect Ilumination (WIP)

Discussion in 'Assets and Asset Store' started by CKahler, Jul 23, 2013.

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Do you need a realtime GI system for your game, and how much money would you spend?

  1. Yes, but only for free !

    97 vote(s)
    36.6%
  2. Yes, I would spend 200 Dollars for it !

    147 vote(s)
    55.5%
  3. No, I don't need it !

    21 vote(s)
    7.9%
  1. blueivy

    blueivy

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    I agree w/ steveb, performance is there just need consistent(natural) bounce lighting. :)
     
  2. SteveB

    SteveB

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    I say even nix (remove) all the textures and post-effects, and give us the option to turn the 'Sun' lighting on/off. We could work with the 'clay look' and see the lighting interaction just from flat surfaces as such:

    http://www.youtube.com/watch?v=VNyknZ2zrsM

    ...I recall how much I drooled over the 'Arnold' renderer when it was announced what seems like an eternity ago. Notice how the model is simply a grey surface and you can appreciate all the ambient occlusion and how the skylight colors the surface. Wonderful. :D

    Clearly you did this in your very first demo, but the art was abstract. It would be far more meaningful in the bootcamp demo where it's easier for us to relate to world and thus how lighting affects it.

    -Steve
     
  3. Seith

    Seith

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    Oh good, I'm seeing exactly the same thing on my side.

    A few more notes: for some reason I can't get the demo to run full-screen (1920*1200) on "Fantastic". Only on "Beautiful". Which is weird since I have a Titan GTX and a very fast CPU. I can only run it on "Fantastic" if I lower the resolution to 1600*1200. As I said, quite strange.

    And I see some noticeable flickering in the colored shadows (as if the light was coming from a torch burning on a nearby wall). I think this happens only if I walk around. It doesn't happen if I stay still.

    But overall I'd say this is very promising and once the quirks are sorted out this looks like it could really bring out a lot of quality to the table.
     
  4. EvilFox

    EvilFox

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    CKahler, when the sun is at the top looks good, but when at the bottom, the lighting noticeably deteriorates.

    For some reason resolutions above 1920x1080 are not working.

    In addition, I caught a glitch:
    http://i.imgur.com/GpwxyIF.jpg
    http://i.imgur.com/pCOY4Ie.jpg


    By the way may be turn off image skybox? but leave the atmospheric scattering.
     
    Last edited: Sep 13, 2013
  5. KRGraphics

    KRGraphics

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    This is an instant buy for me!! I am curious how you got it to work with a skinned mesh renderer... and will this have some effect on models with SSS shaders applied?
     
  6. CKahler

    CKahler

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    Yes, I will fix the bootcamp demo soon, I just don't want to waste too much time with it right now, because there are more important things to do :)
     
  7. blueivy

    blueivy

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    Is there anything you plan on adding/imporving that wasn't in this bootcamp demo?
     
  8. brilliantgames

    brilliantgames

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    Download is broken. :(
     
  9. TechnicalArtist

    TechnicalArtist

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    Congrats!!!. Looking forward to new features and updates. Good Luck :)
     
  10. blueivy

    blueivy

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    Do you know when the demo with the point lights and reflections is coming?
     
  11. CKahler

    CKahler

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    I put all the downloads off the server, because I don't need extra feedback right now.

    point and spot lights already working.
     
  12. PISCES

    PISCES

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    I say that at this point, you should just release that sucker. You can always make updates to the asset later, and in the mean time you can fund the work (by selling it). The thing's never going to be "perfect" for everybody. A lot of the comments people are making are about aesthetic choices anyhow... saying "there's too much bounce with the light " or "the light is really purple" are simply opponions, and entirely up to the artist to implement in an appropriate way.

    Anyway, my point is that from what you've shown, even from your original demo with the abstract object being illuminated by the sun, it looks like it's ready to go. Besides... if you wait TOO long, you may have some competition from another person trying to accomplish the same goal (Kean). Just a thought! Anyhow, release this monster so that we can play with it already! It looks awesome.
     
  13. Deleted User

    Deleted User

    Guest

    wow looks interesst tool. bu tcan not say how much want pay. must see how good and fast works. think its cool for non game stuff.
     
  14. MaT227

    MaT227

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    Hi CKahler,

    This is a great tool you are building. I am very interested in this solution, I've sent you a pm.
     
  15. Deleted User

    Deleted User

    Guest

    wow better and better, i hope i can put my hands on it in near future
     
  16. Rico21745

    Rico21745

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    I hope performance is being really focused on for this. Most people see 60FPS think its fine. I see 60FPS and think "ok, so now the rest of my game on top of that will bring it to less than 30fps". I guess if you have some really light game logic it's fine, but for a solution like this one, I would think bigger/more intensive games are more interested in it, so performance should be very high priority.

    Another thing I was thinking about: Does this asset support more than the GI light? Can I have a level with for example, a sun, and then light bulbs inside indoor areas?

    Looking forward to seeing what comes up next!
     
  17. CKahler

    CKahler

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    Hi guys,

    here is a preview of the additional voxel cone tracing technique included in my lighting system (no extra costs), it is not as fast as the other techs but looks good (no extra post effects used):

    (runs between 80-100 fps on a gtx680 (with fraps 60fps), however could be more when I optimize it)
     
    Last edited: Sep 17, 2013
  18. SOULSSAGA

    SOULSSAGA

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    You know man i think this is great !

    This Product is Revolutionary i would say !

    And i would buy it immediately / even as alpha / Even If you Release it today !


    Expecialy if also have a True Physical Area Volumetric Shadows System to Integrate in this Illumination SOlution Yours ...





    THANKS SO MUCH FOR YOUR AWESOME AND SO FAST DEVELOPMENTS !
    .. you are kind of a Code Genius / As far you been doing what all everybody been talking about / but no one have before you THE courage to reach that further, SO fast! : CONGRATULATIONS !

    As soon as you Release it You got here a Customer !

    Cheers !
    ...

    SIlva DInis / Souls Studio
     
    Last edited: Sep 27, 2013
  19. nipoco

    nipoco

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    This looks impressive. However, the voxel resolution looks a bit low. Can you make it higher to get less blocky lights? And if so how does this affect the performance?
     
  20. blueivy

    blueivy

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    Looks good even though I'm not sure where the strong yellow and blue bounce is coming from. You probably intentionally set the parameters do high to see the effect but it wa just a little confusing.
     
  21. Jum

    Jum

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    Lol 300 dollars for full AAA graphics package? if he adds them all you said and get 45+fps he deserves 100K+ dollars :) one man army lol:)

    BTW CKahler its going very good. I wonder the final product with performance logs.
     
  22. CKahler

    CKahler

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    Hi guys, sorry I didn't reply for so long, I was working day and night on this. Finally, I have a version that I want to release on monday evening!
    You may wonder why I waited so long... at first I wanted to release my lpv version, however due to this patent: http://www.google.com/patents/US20110012901, I decided to ask crytek for a written permission to use it, but I haven't received an answer yet. So I worked on the other techs especially "voxel cone tracing" which has no patent and it's now running super fast in comparison to my old version.
    Here are some screenshots, I don't want to waste time now for making videos or exe. You can try it on monday, by yourself. I managed to increase the voxel size from a 32 grid to 128 grid and hold the performance (80fps on gtx680) with a 64 gird I get 120 fps, and it still looks better than the lpv technique. Furthermore, if I don't get the permission from crytek, I could still improve the lpv technique and workaround the patent (yes, this is legal). However, I think it's even possible to run the voxel cone tracing technique on dx9, maybe we don't need lpv, I will try it out next week, would be great to see voxel cone tracing on a tablet :)

    $vct.jpg
     
    Last edited: Sep 20, 2013
  23. SOULSSAGA

    SOULSSAGA

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    WHOW HOW HOW !! Amazing Amazing Amazing !!

    Hope Crytec acts decently and says something !! Expecialy for this part here :



    The image explains exactly what i was talking Before About the Washed out And the Fuzzy Degree of Realistic Shadows !

    Cheers !


    /SOULS
     
    Last edited: Sep 27, 2013
  24. SteveB

    SteveB

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    Fantastic Chris!!
     
  25. EvilFox

    EvilFox

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    Fine!

    You can make high-resolution screenshots? Thanks.
     
  26. Loards

    Loards

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    Awesome!! cant Wait!!!
     
  27. nuverian

    nuverian

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    Great news. Eager to get it. So will the monday version work in deffered and linear light?
    Good job nonetheless
     
  28. Thomas-Pasieka

    Thomas-Pasieka

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    This looks most interesting to me. Good work so far!
     
  29. nipoco

    nipoco

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    That's good to hear. I'm eager to see that in action.
     
  30. blueivy

    blueivy

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    You should definitely test your voxel tech performance on a larger scene to see how it handles!
    http://www.polycount.com/forum/showthread.php?p=1910356 this guy is saying his voxel volumes are centered around the camera which helps with large scenes, is the the case for your implementation?

    EDIT:also are mirror like reflections possible with cone tracing?
     
    Last edited: Sep 22, 2013
  31. Ging2020

    Ging2020

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    I did not find you this plugin with Sunshine! A big difference?!!!!!??????????
     
  32. Ignoble Arts

    Ignoble Arts

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    Looks excellent from what I've seen. If I could plead you for one thing it would be faultless performance. It's so important in assets these days.
    Cheers
     
  33. angelodelvecchio

    angelodelvecchio

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    sooo you are blind!
     
  34. CKahler

    CKahler

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    I didn't release my plugin yet, the sunshine plugin don't use any GI at all...it is a plugin for replacement for the built-in shadows not Global Illumination!
    that's my goal, but it's still a ray tracer so it will need some gpu power, however I am impressed how fast my current approach has become.

    I will tell you when it's out, so you don't have to check the asset store all day, best you look tomorrow morning.
     
  35. blueivy

    blueivy

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    $BUfixN8CEAAHQgg.jpg

    can a cone tracer provide reflections such as these or would i still have to use cube maps to achieve this effect. Even though this is a picture of a full path tracer I'm just trying to find the limits of voxel cone tracing!
     
  36. akabane

    akabane

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    Hey really great work!
    Can't wait for you to release this! Is it going to have user-definable grid size? :)
     
  37. CKahler

    CKahler

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    yes
     
    Last edited: Sep 23, 2013
  38. CKahler

    CKahler

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    Hi guys,

    I found some minor bugs and I like to fix them before I release it. I really want to give you a plugin with a good quality and usability. I hope you can cope with a delay of one or two days.

    @blueivy: yes cone tracing provides reflections. the quality mostly depends on the grid size.
     
    Last edited: Sep 23, 2013
  39. PrimeDerektive

    PrimeDerektive

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    Take your time my man.

    I'd like to know the answer to blueivy's question, though, about the voxel volumes being centered around the camera. Also is there any sort of LOD that could be implemented... like, lower voxel res further away from the camera? For large outdoor scenes?
     
  40. CKahler

    CKahler

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    Yes, they are centered and moving with the camera, like cascaded shadows do.

    Yes, but not in the first release... there are some possibilities, e.g. let objects that are in the distance do less ray tracing. I could also give you the possibility to change voxel res each cascade.
     
    Last edited: Sep 24, 2013
  41. blueivy

    blueivy

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    Definitely take your time to iron out any bugs no problem! I was also wondering if you've ever tested out cone traced shadows and if they're expensive to run. In this presentation towards the middle you see some examples and I definitely think they're nice looking and wondered if they performed as well as they look?

    http://www.crytek.com/download/Playing with Real-Time Shadows.pdf
     
  42. Seikan1

    Seikan1

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    I can see some visible steps between cone lights that light different objects, it is most visible when you rotate the directional light or when the car are moving around. I think you should make some cone light smoothing?

    And CKahler did you see this video from KurtLoeffler. It seems that he plan to release this very soon too..
    http://www.dsogaming.com/videotrail...xel-cone-tracing-global-illumination-support/
     
    Last edited: Sep 24, 2013
  43. akabane

    akabane

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    Hey!
    Have you done some tests in stereoscopy to see if the lighting and everything matches?
    Is the data calculated in the voxel grid interpreted in a post effect camera shader?

    And also, does the GI calculation take into consideration light cookies?

    Thanks :)
     
    Last edited: Sep 24, 2013
  44. erana79

    erana79

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    @CKahler - Maybe this is a noob question, but will it work on Mac too (since it's OpenGL?).
    I mean both... Unity for Mac for development, and in builds for Mac + Linux + Windows?
     
  45. CKahler

    CKahler

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    If you are talking about the last video, that is not up to date. And has a grid size of 32, i prefer 64 to 128. I'm using a pcf smoothing for the 3d textures.

    Yes I know, but I think my approach will be better, because I'm working full time on this and can improve things faster.

    no, i have no stereoscopy monitor, how can it not match?

    Yes, as an option

    Should be possible, but not tested yet.

    I will release a demo and you can try it on your mac.
     
  46. nipoco

    nipoco

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    I didn't know that Kurt is still working on a realtime GI solution.
    To be honest, his video looks more impressive overall. It might be your demo, or settings, but for some reasons the GI looks kind of unnatural. Especially those color balls. It looks like these emit a strong light like a light source, rather than a subtle bounce light. Quite garish. I would really love to see your system in a similar indoor game environment, to really judge it. The bootcamp demo didn't convince me completely.

    Problem with Kurt's solution is, that it only works on DX11. I appreciate that you try to make it available for different platforms. I'll have to see what works best, once both solutions are out. And more important, how they get supported and further developed. Apparently Kurt doesn't update and support his current extensions that much which makes me skeptical.
     
  47. brilliantgames

    brilliantgames

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    ^

    Agreed, no offence Kurts looks far better. I tried his early test build for the dxll competition and it ran pretty fast considering he hadn't optimized at all.

     
  48. Seikan1

    Seikan1

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    I have a question. Will be 128^3 grid capable to emit bounce light for human face? For example, if a character slowely walking from dark tunel into sunny environment you will first to see bounce light from his nose to his cheek etc. It is kinda extreme but i am elaboratibg and wondering, it could be very impressive.

    @brilliantgames
    exactly that was my point. Not only Kurts GI solution looks much better but it is good to have competition for such a desired product. ^^ I am pretty sure CKahlers solution will improve over time but at this stage i can not blame myself about quality based on what i saw.
     
    Last edited: Sep 25, 2013
  49. blueivy

    blueivy

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    Well we haven't seen a build of the new 128 voxel grid build which is what kurt was using in this video so I think we should hold off on judgement until then.And another important thing kurt said he was doing some unrealistic sampling which gives the effect of more than one bounced light.
    here's where he talks about it http://www.polycount.com/forum/showthread.php?p=1910356
     
  50. angelodelvecchio

    angelodelvecchio

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    FOLKS!

    Every Developer needs incentive, when its released i am sure that with the incoming this great dev will improve this greatly, like he said that works on it in full time! it doesnt matter if bill's work looks better or worst than this one,
    I guess this one is really marvelous and unity3d needs solutions like this! these kind of developers like this one, and monkeyscience for example ( among some others of course ) takes this game engine to the next step! I am really anxious for this CKahler, I hope you luck , and I hope soon to play with this marvelous tool!


    Many thanks, You and another great developers give us hopes for this great engine!


    Thanks again ;)