Hello. I’m Martin Kalisz. Hello. I’m Cristiano Siqueira. And today we’re
showing you a demo testing real time graphics. And we are leveraging
the technology of Intel multicore 4I-9 processors
with the Optane NVMe SSD with photogrammetry graphics. And some of what
we’re showing you here today is how using
photogrammetry and optimizing the LODs of your materials
and the meshes in particular, we’ll show you
how you don’t need to keep increasing the
polygon count to produce a very high quality material. Yes. And basically what is this
appealing to the artist is that with photogrammetry, no
matter which rendering engine you are using, it’s either
offline rendering or real time, you can achieve really
photorealistic qualities, because you’re actually
extracting assets from the real life and
bringing to the virtual world. And by optimizing your
materials as well, you’re putting less
strain on the GPU pipeline without pushing high levels
of polygons through the GPU. Yeah. So basically the capture
process of photogrammetry is based on 360 degree
capture of the object by a really high
quality DSR camera that you may use for
scanning assets in real life as you saw in photoscan. Yeah. And then what
Actual Soft does is it will then take
these images based upon a rotation
around the object. It will then put them
together and produce a three-dimensional mesh. And the advantages of doing this
compared to using a developer to produce the model
itself is that you can produce a higher
quality and more chaotic looking object in
less time compared to requiring the artist to go
through the entire production chain to produce the
final material in the end. And the entire
sculpting process can be a little bit
hard on the artist, as you just can’t replicate
the way that nature is chaotic. Nature is imperfect. And you just can’t get an artist
to replicate that as easily. So what photogrammetry allows
you to get the assets the way that they are in real life
inside your beautiful world retaining their quality the same
way that it is in real life. Here we have our
project up and running. And we wanted to show
you that the actual image quality that you’re able to
achieve with photogrammetry is not actually something
that comes from a mesh– a three-dimensional mesh,
a high quality count. It’s something that comes from
the actual texture quality. And here you can see we
have our object here. It’s a foliage asset. We are looking very up close
with the cinematic camera in a real agent. And then we can show
you the wireframe view. And you can actually see
that the mesh is just very, very simple. There is not that
many polygons here. But you are able to achieve
this incredible image quality by using high quality textures. And the majority of the
quality for the image comes from the 8K asset itself. So we have an 8K albedo. We have an 8K normal map. We also have an 8K
roughness map recurring. Yes. We also have been using opacity
in other maps for our foliage. So it’s very
interesting to see what you can do– you are able to
achieve with photogrammetry in real time graphics. And although
photogrammetry has been around in the industry
for a while now, technology has now
evolved to the point that we can use it within
real time 3D rendering. Yeah. So thanks for checking
out our project. And make sure to check out the
full details at Intel.mesh.com website. [INTEL SIGNATURE SOUND]

Testing the Limits of Real-Time Graphics | SIGGRAPH 2018 | Intel Software

One thought on “Testing the Limits of Real-Time Graphics | SIGGRAPH 2018 | Intel Software

  • August 30, 2018 at 12:56 am

    So proud of these guys! Good job!


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