liquid soul - global illumination

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Movie: Global Illumination from Crytek's Siggraph presentation. It shows the new lighting technology in Cryengine 3

Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a kd tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. An implementation on a consumer GPU and 8-core CPU renders high-quality global illumination at up to 26 Hz at HD (1920x1080) resolution, for complex scenes containing moving objects and lights. More info and resources: bit.ly

Watch the entire course at www.lynda.com Maya 2011 Lighting and Rendering in mental ray with Eric Keller shows how to master practical mental ray techniques for rendering models created in Maya. This course walks through the most efficient and innovative mental ray techniques, including direct versus indirect lighting methods, creating different types of shadows, using the new ShadowMap camera, and reusing shadow and final gathering maps. A chapter on optimizing render times and enhancing render quality is also included.
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In this video, from Rendering with mental ray in 3ds Max 2010, learn how to combine two of mental rays most powerful features, Global Illumination and Final Gather. Discover how to use these two indirect illumination algorithms together in order to render photo-realistic images fast and easy. Learn more at www.i3dtutorials.com
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From Eurographics 2007 talk "Realtime Global Illumination for Next Generation Games", scene with color bleeding, indirect light etc. Lighting was computed in real time by standard gaming PC. Thanks to CRS, Raist and N00ly for art used in this clip. More at lightsprint.com
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My Twitter: twitter.com In this Tutorial I talk about how to use Global Illumination (Gi) and Ambient Inclusion to create a realistic studio like scene with over head soft boxes and a seamless backdrop. Hope you enjoy, don't forget to rate the video as well it really helps, Thanks. Extra Tags; AcrezHD Tutorial Cinema 4D C4D r12 r11 r11.5 Realistic Professional Studio Lighting Global Illumination Ambient Inclusion Over Head Soft Box Seamless Backdrop
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www.4dfrog.com This is the eight video tutorial from 4dfrog.com. In this tutorial I'll show you how to create a very nice realistic rendering with global illumination and HDR imaging in cinema 4D. This is the icon from my game Monster Fart in the app store. http
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Realtime Screen Space GI. Using a convolution kernel and a concept called "sampling direction coherence", its possible to calculate a ssao term and color bleeding in realtime. No world-clip projections or nasty stuff. For source code, go to: www.gamedev.net Limitations: -Only works for visible geometry -Only looks good if it is relatively local. Advantages: -Very fast to compute, with a very little kernel (3x3 in the video). -Easy to integrate in any engine. Its just a image post-process. -Works great with deferred shading. -No blur required to achieve acceptable results.

thegic.org An impressive debut from one of our Council Members and GIC Administrator, Trevor Knott
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Download this track on iTunes: tinyurl.com It took a while for Freek Geuze to come up with a successor to his 'Tremble' and 'Season Turnaround'. But 1,5 years after the warm sounds took over, the Dutchman approaches summer with another enchanting wave of deep progressive and melodic trance. But mind you, he didn't sit still in the meantime. Freek Geuze became known as one of the guys behind Fine Taste and Supersub, as well as his own solo-project Smartminds. Not afraid to touch the boundaries of whatever lies in between house, progressive and trance, Freek proved to be a talented and open-minded producer and definitely no one-trick-pony. Though most of his time goes out to the house genre, he's still got a thing for the more trancy side of progressive with his Global Illumination. A trancy prog-house duo shows it's right about time he picked up his Global Illumination project again. Cause there's no way we would've wanted to miss this. 'Time Is On My Side' makes up for an amazing summer festival anthem, with the feel-good factor high up and the synths working at full effect. 'Turn The Hourglass' is the blissful B-side of this pack, and the more serious of the two. Deep, stirring and phat-bassed, taking you in at an instant. Time for Global Illumination to turn the tide again. For more information visit: www.armadamusic.com http
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Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficient implementations are used extensively in production. Recent methods approximate AO between nearby geometry in screen space (SSAO). The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding. The proposed generalization has only a small overhead compared to classic SSAO, approximates direct and one-bounce light transport in screen space, can be combined with other methods that simulate transport for macro structures and is visually equivalent to SSAO in the worst case without introducing new artifacts. Since our method works in screen space, it does not depend on the geometric complexity. Plausible directional occlusion and indirect lighting effects can be displayed for large and fully dynamic scenes at real-time frame rates.

Download this release: clk.tradedoubler.com One of Armin van Buuren`s favorite tracks, with a feature on his mix compilation "A State of Trance - 2007", is "Global Illumination - Tremble", which is produced by Freek Geuze and Johan Vermeulen who produce their housey stuff under the guise Fine Taste. Tremble is a great melodic trancer with on the remix Brazilian talent Danilo Ercole For more information visit: www.armadamusic.com http

Level: Intermediate Recorded in: 3ds Max 2011 Files used: areadownloads.autodesk.com Description: Ambient Occlusion is a technique developed by ILM to improve lighting without requiring full global illumination computations. It gives the effect of complex lighting and shadowing without the computations. It is not as accurate as the more complex solutions, but the results are often compelling enough.
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Artist: Global Illumination Title: Season Turnaround AMAZING TUNE hahahah sick
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In this tutorial you'll learn several different ways to use global illumination in Cinema 4d to light your scenes.
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Global Illumination visualization using eRnsT, the new artist tool included with Beast, as presented at GDC in March 2010.
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Global Illumination Fake - Tutorial Part 02 c/o Jason Donati www.3DCinematography.com
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More progressive & psychedelic tunes at www.facebook.com Artist: Liquid Soul Track: Global Illumination (Martin Roth OMFG! remix) Albums: Set 11: Frequent Itinerant V/A (also appears on "Cocktails" and "Liquid Soul EP") Year: 2009
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From Eurographics 2007 talk "Realtime Global Illumination for Next Generation Games", scene with lots of indirect light in Sponza atrium. Lighting was computed in real time by standard gaming PC. Thanks to Marko Dabrovic for scene. More at lightsprint.com
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Original technique here - www.youtube.com Video 1 - www.youtube.com More of my Crysis adaptation of Arkano22's SSGI shader. I'm made some corrections and changes to it, suffice to say that it now delivers better results. Performance is still an issue with the grain filter and sampling sizes, but generally it looks much better now. New beta available for download, too, link below. Thread - crymod.com Download - crymod.com
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Original technique here - www.youtube.com I've converted and adapted Arkano22's SSGI technique for use in Crysis. There are still a few bugs, but overall it works. Thank's so much Arkano ;) Anyway, it currently replaces the "Grain Filter", found in the flowgraph (Image:GrainFilter). It doesn't modify the TOD grain, so don't worry about that. To use, simply add the Image:GrainFilter node to the flowgraph, set it's Amount (I prefer something around 1.5) and link it to a startup node. Increasing the Amount will increase the intensity of the bleeding and decreasing it will... well... decrease it. :P The shader still uses the old noise producing function found in the code supplied by Arkano, and unfortunately it's a little bit hard on performance, my guess is because it's sampling the entire screen in it's full size, but anyway, I'm sure I'll fix it somehow. I know it's not a full GI solution, so the name SSGI is a little incorrect, it's more like SSCB (Screen-Space Color Bleeding). But whatever, I didn't name it. :P Thread: crymod.com Download: crymod.com
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Just a quick tutorial on how to set up Global illumination and reflections; hope you like it, its my first tutorial. Im trying to get better a tutorials, anyway hope your enjoyed it:) Extra Tags: AcrezHD free after effects project files clean and professional custommadegrafix CMG Designs...
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This is no doubt the future of game graphics. Path tracing is a brute force ray tracing method that delivers global illumination of the highest possible quality and is used as a gold standard to test less accurate GI algorithms. Path tracing used to be the slowest method of calculating GI, but GPUs excel at this brute force method thanks to their massive parallellism. Fermi will be very good at this because of its L1 and L2 cache. The path tracer is running on OptiX on several GT200 based GPUs. In last part of the video, the pathtracer is slower, because it is running on fewer GPUs. No audio.
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Short tech demo showing in-development Second Life features. This clip was shown at SLCC 2009, and shows model import and real-time global illumination from the sun.

FULL HD Test of Kirsten S20 in Global Illumination Mode and Custom Settings ,Sky Preset and some of my newest Menu Mods (Graphic Menu) Sys: XFX GTX 260 (192 Shader Units) 4GB 1033mhz RAM (Kingston) AMD Phenom II X4 965 Quad Core (3810mhz) OC avg FPS 20 Recorded FPS 25 (Real ~15 during record)
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Hello everybody, this is the 18th Cryengine 3 sdk tutorial. Today we are goind to look at real time global illumination that is in time of day tool box where we can adjust lighting, fod and sky attributes. If you have any questions please send me a message.
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Real-time diffuse global illumination on iPod, iPhone & iPad as described in our SIGGRAPH 2011 talk on the runtime implementation of Modular Radiance Transfer, with Brad Loos, Kenny Mitchell, Lakulish Antani, Derek Nowrouzezahrai, Wojciech Jarosz and Peter-Pike Sloan. Slides with notes and other videos for this talk are available on Brad's publications page j.mp/mrttalk
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This is a realtime global illumination rendering system I'm developing for my master thesis at the Vienna University of Technology. With the current system I get 60fps with 3 light bounces at a resolution of 1024x768 pixels. The video was captured on an Intel i7 CPU system with 6GB RAM and two NVIDIA GTX295 in SLI mode. For more projects visit: martinknecht.blogspot.com
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If you don't already have the Beta Viewer, get it here: secondlife.com This is a short video that shows you how to enable Global Illumination in the new Second Life Viewer 2 Beta. The advantage being realtime lighting effects and shadows cast by all in-world objects (including your avatar). The steps are as follows: Pressing the Ctrl + Alt + q key simultaneously will enable the hidden "Develop" menu in the menu bar. Now that you have the Develop menu available you have to check / enable the three following items in sequence: Develop - Rendering - Framebuffer Objects Develop - Rendering - Deferred Rendering Develop - Rendering - Global Illumination That's it! Things I noticed: Menu: World - Sun - *pick an option* will dynamically adjust the global illumination, which is useful. Alpha texture transparency casts a shadow. Flexible objects do cast shadows.
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Watch the entire course at www.lynda.com Maya 2011 Lighting and Rendering in mental ray with Eric Keller shows how to master practical mental ray techniques for rendering models created in Maya. This course walks through the most efficient and innovative mental ray techniques, including direct versus indirect lighting methods, creating different types of shadows, using the new ShadowMap camera, and reusing shadow and final gathering maps. A chapter on optimizing render times and enhancing render quality is also included.
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**Read First** Hey guys , this tutorial will be showing you how to make your own softbox reflection in amazing qaulity , as there is a Render setting tutorial for the new cinema4d r 13 If you are a GFX fan please check out my website , there is no need to sign up idggraphics.webs.com XBOX NAME II JACCK0 xX Please Like , Comment And Subscribe
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Of course, global illumination never easy to make especially in real time. The above test is a trial by using lightmap. That is updated by raycast the surrounding objects. Also, The scene doesn't contain any light sources... A thought from a lazy man :p

In this tutorial, I show you how to light a simple scene using luminant materials and global illumination in Cinema 4D r13 Free Project : @adf.ly Visit My Blog @Asvantutorial.blogspot.com Facebook : www.facebook.com Twitter : twitter.com Google+ : plus.google.com Credit to : Greyscalegorilla
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You will learn to light your scene using objects in it, this is one of the best ways to achieve natural light in Autodesk Maya.
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This is a simple test with reflective shadow maps for real time global illumination.
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