I'm showing some progress with my rendering techniques focused on hybrid rendering systems (rasterization + ray tracing ... of course). This demo shows off some tricks which I can do with my engine and my real time ray tracer.
Some tech - demo uses some normal mapping of course, dynamic plausible shadows, oren nayar shading model (rocks, sand) and lambert+blinn on wood (airplane). About some more important effects - local indirect lighting and local ambient occlusion (global is just too much for today hardware), reflective/refractive water with caustics (texture), volume shadows and volume soft caustics. Though supersampling isn't present.
About music - Fliegerlied from Germany - it sings about an airplane and pilot (thats the purpose of plane in demo)
http://www.otte.cz/engine/Island%20Fliegerlied.rar It needs Shader model 4.0 and fast CPU (on some CPUs it uses just one thread ... its mine bug, I need to fix it) - raytracing.
I hope you'll enjoy it.
Nice work Otte!
You've never failed to impress with your tech demos
I have to ask though, is the graininess a result of the raytracing? Is there a way to smooth the results properly?
EDIT:the video doesn't seem to have the same static, maybe its just an image problem on this site or my laptop
The image looks grainy to me too; it's not just your computer.
the image is grainy, because I captured it before without any kind of "smoothing GI result" implemented.
would you mind sharing some technical details about the indirect lightning method you used ?