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SIGGRAPH 2009: New CryEngine 3 Footage Print E-mail
Written by Mocib2   
Monday, 10 August 2009
Image

Crytek has updated their Presentations page with new CryEngine 3 footage and documentation. Topic of the presentation is "Light Propagation Volumes in CryEngine 3" and it was first presented at SIGGRAPH 2009 in August during "Advances in Real-Time Rendering in 3D Graphics and Games" course. The paper and the slides are accompanied with two demonstration videos.


Crytek stated in the slides that DirectX 11 support is coming soon.










Light Propagation Volumes in CryEngine 3 by Anton Kaplanyan



This is a SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new lighting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.


Paper


Light Propagation Volumes in CryEngine 3 (PDF, 4.73MB)


Slides


Light Propagation Volumes in CryEngine 3 (PPT, 12.2MB)


Videos


Global Illumination with Light Propagation Volumes (AVI, 41.7MB)



Massive Lighting with Radiance Volumes (AVI, 96.7MB)



Example screens extracted from the PDF and PPT documents


Cornell box -like environment.


Left: indoor environment without global illumination. Right: indoor environment with global illumination.


Outdoor environment with foliage. Note the indirect lighting in shadow areas.


Combination of SSAO and our technique. Left to right: only SSAO, only global illumination, combined approach. The bottom line shows indirect lighting buffer.


Global illumination results for Sponza scene with two cascades @ 140 frames per second.


Global illumination results for apartment scene with two cascades @ 120 frames per second.


Enhanced Screen-Space Ambient Occlusion with normal-mapped surfaces.


Glossy reflections on the metallic container from a red teapot and other surrounding[s]. Left: final picture. Right: corresponding specular lighting buffer.



Presentations page at Crytek
Advances in Real-Time Rendering in 3D Graphics and Games at SIGGRAPH 2009 website



 
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