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The s Tars of  T he  s i ggraph 2012 show floor
          By Carey Chico & Mike De La Flor
          Every year, graphics gurus and engineering experts congregate in a convention center to talk
          about new technologies, techniques, and trends at the annual Siggraph conference. Since
          we’re nearing the end of this console cycle, this year’s show focused mostly on maximizing
          performance and quality on existing platforms—and making high-end development gear more
          accessible to studios with smaller budgets. From the latest on voxels and new cutting-edge
          GPUs, to what’s new in the next generation of 3D art software and digital-art peripherals, these
          are the trends at this year’s Siggraph.


                    Unreal Engine 4.  effects (such as global   a technique called voxel   many texture lookups   geometry, and are capable
                              illumination) is often   cone tracing (originally   into a multiresolution   of approximating complex
                              computationally expensive,   developed by Cyril Crassin:   volume texture that stores   geometry with fewer voxels.
                              these effects have often   www.icare3D.org/research/  directionally encoded voxel   Because they are being
                              been precomputed and   GTC2012_Voxelization_public.  data. With this approach,   cast off of screen pixels, the
                              baked into the scene. But   pptx) to compute global   they can use the cone’s   limitation is the resolution of
                              what if your lighting and   illumination in real time.  opening angle to gather   the image. This significantly
                              world are incorporating   In the Unreal 4 engine,   light from more directions,   limits the time needed to
                              more and more dynamic   voxel cone tracing casts   and they can efficiently   produce results, and hence
          Voxels
                              elements? Enter Voxel Cone   rays off of each screen pixel,   approximate distant   can be done in real time.
               Voxels are three-  Tracing. Martin Mittring   which travel through the   geometry through filtered   There are a number of
          dimensional pixels. They’re   from Epic Games spoke   scene volume and which   or mip-mapped pixel data   benefits to the method that
          nothing new—Minecraft is   about the increasingly   dynamically computes   (the far scene gives a larger   Epic employs here that help
          the most recent high-profile   used sparse voxel octree   global illumination.   sample area with less   produce the best results.
          game to use voxels—but   global illumination in his   Where ray tracing uses   accuracy), which can then   First, the voxels support
          they’re making a comeback   “The Technology Behind the   infinitely thin lines, voxel   be used as an LOD system   fractional occlusion and
          for a very particular   Unreal Engine 4 Elemental   cone tracing uses “cone   for lighting detail. The   therefore produce smooth
          use in games. Because   Demo” talk, specifically   traces” as an intersection   voxels deliver an alternative   cone-trace results. Second,
          producing indirect lighting   focusing on how they used   primitive, which generates   representation of the level   glossy reflections can

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