EPIC games just released two impressive videos presenting their new UE4 game engine featuring real-time global illumination that supports diffuse and specular bounces on dynamic scenes.
According to this interview of Tim Sweeney, their technique is called SVOGI (Sparse Voxel Octree Global Illumination) and... it is based on the voxel cone-tracing technique we published last year at Pacific Graphics ! :-D
That's really awesome to see research results being used so quickly in a game engine ! Beyond the paper, you can find more details about our voxel cone-tracing approach in my GTC 2012 talk, my Siggraph talk, as well as in my Ph.D thesis on GigaVoxels.
According to this interview of Tim Sweeney, their technique is called SVOGI (Sparse Voxel Octree Global Illumination) and... it is based on the voxel cone-tracing technique we published last year at Pacific Graphics ! :-D
That's really awesome to see research results being used so quickly in a game engine ! Beyond the paper, you can find more details about our voxel cone-tracing approach in my GTC 2012 talk, my Siggraph talk, as well as in my Ph.D thesis on GigaVoxels.
June 9, 2012 at 12:13 PM
Looks like they've borrowed your idea of doing cone tracing in a sparse voxel octree (http://www.geforce.com/whats-new/articles/stunning-videos-show-unreal-engine-4s-next-gen-gtx-680-powered-real-time-graphics/). Congratulations!
June 9, 2012 at 12:51 PM
Thanks ! :)
June 11, 2012 at 7:11 PM
Congratulation Cyril, it is really awesome work you have done!!
And to see your own work put to action in Unreal engine must be just.. unreal :-)
June 20, 2012 at 5:28 AM
So will Epic be paying you royalties?
August 8, 2012 at 11:34 AM
The link http://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing is broken. Nvidia has shut down the entire publications page. Please post it somewhere accessible.
April 22, 2013 at 6:58 PM
Why cones? Naturally one thinks of square pyramids because of the shape of the pixels. What advantages do cones have?