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From: nemesis
Subject: CryEngine 2 and ToD mods
Date: 2 Mar 2009 00:15:01
Message: <web.49ab6b085273ea72e153145f0@news.povray.org>
Just wow!

http://www6.incrysis.com/screenshots/27g4p.jpg
http://www6.incrysis.com/screenshots/67478845bf0.jpg
http://www6.incrysis.com/screenshots/palmspv2.jpg
http://www6.incrysis.com/screenshots/hrkduw.jpg

from: http://www6.incrysis.com/screenshots/27g4p.jpg

I wonder if there's still the need for slow academic CPU-bound rendering
methods, when the games industry has come up with such slightly less accurate,
but nonetheless amazing, approximations at a fraction of the cost.


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From: scott
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 02:47:49
Message: <49ab8f25$1@news.povray.org>
> http://www6.incrysis.com/screenshots/27g4p.jpg
> http://www6.incrysis.com/screenshots/67478845bf0.jpg
> http://www6.incrysis.com/screenshots/palmspv2.jpg
> http://www6.incrysis.com/screenshots/hrkduw.jpg

Don't post photos! :-)

> I wonder if there's still the need for slow

Slow is an understatement, if doing a very accurate render of a similar 
scene with path tracing or radiosity you are looking at 12 hours on a modern 
CPU, that's 2 MILLION times slower than rendering in 1/60 of a second.  The 
quality/speed available from the GPU is awesome.

> academic CPU-bound rendering
> methods, when the games industry has come up with such slightly less 
> accurate,
> but nonetheless amazing, approximations at a fraction of the cost.

Depends on the application, shots like you posted take *a lot* of work to 
set up to be rendered on a GPU quickly, a lot of coding (shadows, shaders, 
water effects, LOD, etc).  This is of course ok for a game, but for 
rendering a still image it will be quicker to just load the model into MCPov 
and leave it for a day or two while you do something else :-)


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From: Chambers
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 04:21:52
Message: <49aba530$1@news.povray.org>
D***, this makes me want a high end SLI system :)

-- 
...Chambers
www.pacificwebguy.com


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From: Invisible
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 04:41:29
Message: <49aba9c9@news.povray.org>
> Don't post photos! :-)

Nah. If it was a photograph, it wouldn't have clearly visible polygon 
edges in it. (E.g., the first image. The leaf in profile near the bottom 
of the screen shows clear sharp corners rather than a smooth bend.)

Admittedly it's pretty damn impressive though.

> Depends on the application, shots like you posted take *a lot* of work 
> to set up to be rendered on a GPU quickly, a lot of coding (shadows, 
> shaders, water effects, LOD, etc).  This is of course ok for a game, but 
> for rendering a still image it will be quicker to just load the model 
> into MCPov and leave it for a day or two while you do something else :-)

And also, I imagine, if you want to "accurately" simulate what, say, the 
interior of a new building is going to look like.


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From: scott
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 05:10:57
Message: <49abb0b1@news.povray.org>
>> Depends on the application, shots like you posted take *a lot* of work to 
>> set up to be rendered on a GPU quickly, a lot of coding (shadows, 
>> shaders, water effects, LOD, etc).  This is of course ok for a game, but 
>> for rendering a still image it will be quicker to just load the model 
>> into MCPov and leave it for a day or two while you do something else :-)
>
> And also, I imagine, if you want to "accurately" simulate what, say, the 
> interior of a new building is going to look like.

Even for those animations of building fly throughs, you only run one 
"lightmap" pass where all the lighting is accurately calculated and stored 
in a file.  The animation renderer then just references the pre-calculated 
lighting while rendering each frame in a much faster way.  Much like in a 
game actually.

Unless you want an animation of how the building looks as the sun moves 
across the sky, then you are in for a very long wait if you want perfectly 
accurate results...


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From: Gilles Tran
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 07:51:21
Message: <49abd649$1@news.povray.org>
But isn't much of the illumination pre-generated on the texture bitmaps 
through traditional slow methods? You can do that in POV-Ray too: render the 
scene with a renderer that supports baking, put the resulting bitmap on the 

illumination (see for instance 
http://www.oyonale.com/modeles.php?lang=en&page=54).
Of course what they did in Crysis in much more complex, but I don't think 
that they do GI in real time (though such stuff exists).
Also, CPU-bound rendering can be pretty nifty when it allows real time reuse 
of illumination data, for instance 
http://randomcontrol.com/index.php?option=com_content&view=article&id=61&Itemid=88

G.


web.49ab6b085273ea72e153145f0@news.povray.org...
> Just wow!
>
> http://www6.incrysis.com/screenshots/27g4p.jpg
> http://www6.incrysis.com/screenshots/67478845bf0.jpg
> http://www6.incrysis.com/screenshots/palmspv2.jpg
> http://www6.incrysis.com/screenshots/hrkduw.jpg
>
> from: http://www6.incrysis.com/screenshots/27g4p.jpg
>
> I wonder if there's still the need for slow academic CPU-bound rendering
> methods, when the games industry has come up with such slightly less 
> accurate,
> but nonetheless amazing, approximations at a fraction of the cost.
>
>


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From: Invisible
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 08:07:01
Message: <49abd9f5$1@news.povray.org>
Gilles Tran wrote:

> Of course what they did in Crysis in much more complex, but I don't think 
> that they do GI in real time (though such stuff exists).

According to Wikipedia, Crysis simulates GI in realtime using "ambient 
occlusion", with no precomputed lightmaps.

(This is, however, not as accurate as a real GI pass.)


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From: Gilles Tran
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 09:35:22
Message: <49abeeaa$1@news.povray.org>

49abd9f5$1@news.povray.org...
> Gilles Tran wrote:
>
>> Of course what they did in Crysis in much more complex, but I don't think 
>> that they do GI in real time (though such stuff exists).
>
> According to Wikipedia, Crysis simulates GI in realtime using "ambient 
> occlusion", with no precomputed lightmaps.
>
> (This is, however, not as accurate as a real GI pass.)

Thanks Andrew for the correction ("I don't think that.." = "I didn't bother 
to do some minimal research but I'll write about it anyway...", grmphhh).
I see that there are some nice videos demonstrating the effect in real time.
http://video.google.com/videoplay?docid=-2592720445119800709&hl=en
It's true that an AO pass can be good enough in many situations, and games 
are one of them. In product and architectural visualisation, AO is good for 
the preliminary renderings but cannot replace GI for the final pics (though 
a little AO can help with render times and overall realism). It's fast, so 
people tend to overuse it and in the end it becomes annoying to see dirt in 
every corner...
The real time subsurface scattering in Crysis is very impressive (from what 
I see from stills and demos), I'm wondering whether it's only for flat 
objects like leaves or if it works on actual volumes too.
I wish I had the time to play games, if only for the eye candy :(

G.


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From: Invisible
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 09:43:12
Message: <49abf080@news.povray.org>
>>> Of course what they did in Crysis in much more complex, but I don't think 
>>> that they do GI in real time (though such stuff exists).
>> According to Wikipedia, Crysis simulates GI in realtime using "ambient 
>> occlusion", with no precomputed lightmaps.
>>
>> (This is, however, not as accurate as a real GI pass.)
> 
> Thanks Andrew for the correction ("I don't think that.." = "I didn't bother 
> to do some minimal research but I'll write about it anyway...", grmphhh).

Heh. It's only because I happened to read that article myself a few 
weeks ago. ;-)

> It's true that an AO pass can be good enough in many situations, and games 
> are one of them. In product and architectural visualisation, AO is good for 
> the preliminary renderings but cannot replace GI for the final pics (though 
> a little AO can help with render times and overall realism). It's fast, so 
> people tend to overuse it and in the end it becomes annoying to see dirt in 
> every corner...

Yes, well, what do you expect? ;-)

> The real time subsurface scattering in Crysis is very impressive (from what 
> I see from stills and demos), I'm wondering whether it's only for flat 
> objects like leaves or if it works on actual volumes too.
> I wish I had the time to play games, if only for the eye candy :(

It seems to work OK for the clouds at the start of the game - but then, 
they could be faked some other way. It's part of a cutscene, so you 
can't really check...


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From: St 
Subject: Re: CryEngine 2 and ToD mods
Date: 2 Mar 2009 10:03:38
Message: <49abf54a$1@news.povray.org>
"Invisible" <voi### [at] devnull> wrote in message 
news:49abf080@news.povray.org...

> It seems to work OK for the clouds at the start of the game - but then, 
> they could be faked some other way. It's part of a cutscene, so you can't 
> really check...

    Have a play in the editor, open a Crysis level and look for the 'Time of 
Day' settings wherever they are, and play with them, you'll be amazed at 
what you can do. Don't save the level after changing the ToD though! ;)

   ~Steve~


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