![]() ![]() I just expressed my opinion here and then came Anon and said: Sorry, but i did not notice any such detail in epic’s demo. And of course it had nice physics, you can notice the hair of the old man beard’s moving and the beard’s shadow which was per hair, was moving as well. It had almost photorealistic faces, hair, beard and very nice lighting ( obviously they have implemented some sort of GI as well, there is no other explanation ). And FOR ME, the final result of the square enix demo was much more realistic than epic’s demo, to the point that initially I thought the square enix demo was prerendered. So ? Who said that the square enix demo doesn’t ? The technologies that an engine uses don’t matter per se. It’s a general data structure which can be used in a wide array of fields. Octree is a data structure used to accelerate the rendering process by only selecting for rendering, the objects that are visible and also for making intersection decisions faster ( raytracing ). Raytracing is a lighting algorith, octrees are not. “I think raytracing will replace rasterisation for primary rays, but osctrees will be used for secondary rays.” 3Dude, you don’t know what you’re talking about do you ?
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