Subscribe To Brigade 3.0 Brings Photo-Realistic Gaming Up To Decent Framerates With New Trailer Updates

Hayssam Keilany. That's not a household name in the world of video gaming right now, but it soon will be following his success with iCEnhancer and the Brigade Engine. He's headlining the optimization of the Brigade 3.0 real-time path tracing engine for use with games and he released a new trailer showing how far the team has come with getting the engine to produce playable framerates.

DSO Gaming spotted the new trailer courtesy of the official Brigade blog, where the post was updated with the team's latest advancements on the next-generation graphics processing engine.

One of the individuals working with the engine, Sam Lapere, stated that...
To celebrate Siggraph, here's a new video of Brigade for your enjoyment, showing an animated character mesh consisting of 125k dynamic triangles rendered in real-time at 35 fps with path tracing (the static background contains 600k triangles). VFX houses doing previs of real-time motion captured characters will love this.

35 frames per second... can you believe that? It wasn't too long ago that even Geomerics' co-founder Dr. Chris Doran wasn't entirely convinced that we would see ray or path-tracing come so far as to compete with today's generation of gaming, but here we are, nearly just one year removed from that interview and we have path tracing working as a prime component for actualizing photo-realistic graphics for a game in the Brigade 3.0 at 35 freaking frames per second. Amazing.

For those not aware, previously it would take hours to render accurate path traced environments or objects, or in one case, nearly 22 hours of rendering for a few seconds of ray-traced crystal balls to move around on a table. And yet here we are, looking at motion-captured characters in an environment with path traced lighting and real-time shadow casting.

The next step is to clean up the graininess and boost the frames up to 60. At that point, the sky is the limit and we'll no longer be talking about the latest and greatest CryEngine and Unreal Engine games, but rather what sort of photo-realistic gaming experience could be rendered using the Brigade Engine... still exclusive to PC and the PC Master Race, of course.

Just for reference, you can see how far along the rendering has come with the Brigade Engine since last year, with this 2012 Siggraph video where the processing was so heavy that it required OTOY's cloud processing to stream it onto a work laptop. Pretty big advancements in just a year, eh?

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