Monday, June 17, 2013

Oculus Rift compatible video with Unigine benchmarks without DOF effect and correct FOV:

Sunday, June 16, 2013

Oculus Rift compatible video with Unigine benchmarks:

Thursday, February 21, 2013

Real-time 180-degree panorama rendering of new Unigine benchmarks:

Wednesday, October 12, 2011

Friday, September 9, 2011

Unigine crew links

We are still unsure regarding the format of this blog, so you can track some stuff regarding Unigine crew in the following places for now:

PS: by the way, check out our new shiny website: unigine.com

Monday, January 3, 2011

Global illumination II

The previous post about Global Illumination demonstrated a modification of real-time screen space ambient occlusion (SSDO) algorithm. This is a good post-processing effect for modern and powerful hardware. We use this approach in the new version of Heaven benchmark, which will be released soon. But low-level hardware still requires lightmaps...

I have improved lightmap rendering in Unigine by using directional lightmaps. They can be easily calculated by the engine render pipeline (simple ray tracing). Unfortunately the result of directional lightmaps without environment or indirect lighting looks ugly. So I created a tool for indirect lighting calculation. Our approach is very simple: we use built-in LightProb (light source based on spherical harmonics) facilities to grab environment lighting:
* we generate a heap of LightProb objects all across the scene
* each LightProb grabs nearby lighting info
* indirect component from LightProbs is combined with direct one from ray tracing into the lightmap textures

Performance of such global illumination solver is awesome. Calculation time for the shown scene (based on the old "Site" Unigine demo) is only 2-3 minutes on dual core PC. GPU power is also utilised during LightProb generation.

Dynamic forward lights:


Backed lightmaps with direct term:


Backed lightmaps with direct and indirect terms:


Backed lightmaps with indirect term:

Tuesday, November 23, 2010

Continuous Integration

We use TeamCity as a continuous integration server to build different configurations of Unigine engine, tools, SDKs and so on. We also use Trac as an issue tracker. The problem was lack of their native integration, but it's solved: Max wrote a TeamcityIntegration plugin, feel free to use it.

BTW, it takes about 5 minutes to make full rebuild of Unigine (engine+tools, both release and debug) on a Linux build node, while the Windows one (which has more powerful hardware) spends 12+ minutes for the same build type. So ccache rules, we do miss it for Visual Studio.

Friday, September 17, 2010

CUDA vs OpenCL vs SPU Part IV

Finally I've got radix sort implementation which is working on AMD OpenCL. This is a link on previous sorting algorithms test. And now we have new more interesting results :) Time of GPU sorting includes time of data downloading from video memory. Sorted structure is single uint2 array for bitonic sort, and two int arrays for radix sort.

Elements 64768:

CUDA:

GeForce 9600GT:
CUBitonic Time: 0.007 FPS: 140.5679 Mem: 69.46 Mb/s
CURadix Time: 0.003 FPS: 342.8180 Mem: 169.40 Mb/s

GeForce GTX 260:
CUBitonic Time: 0.002 FPS: 403.5513 Mem: 199.41 Mb/s
CURadix Time: 0.001 FPS: 752.4454 Mem: 371.81 Mb/s

GeForce GTX 480:
CUBitonic Time: 0.001 FPS: 966.1836 Mem: 477.43 Mb/s
CURadix Time: 0.001 FPS: 1398.6014 Mem: 691.11 Mb/s

OpenCL:

GeForce 9600GT:
CLBitonic Time: 0.008 FPS: 126.9519 Mem: 62.73 Mb/s
CLRadix Time: 0.004 FPS: 252.9724 Mem: 125.00 Mb/s

GeForce GTX 260:
CLBitonic Time: 0.004 FPS: 266.7378 Mem: 131.81 Mb/s
CLRadix Time: 0.003 FPS: 368.3241 Mem: 182.00 Mb/s

GeForce GTX 480:
CLBitonic Time: 0.002 FPS: 579.3743 Mem: 286.29 Mb/s
CLRadix Time: 0.002 FPS: 614.2506 Mem: 303.53 Mb/s

Radeon HD5870:
CLRadix Time: 0.003 FPS: 372.9952 Mem: 184.31 Mb/s

Single SPU:

quickSort SPU Time: 0.031 FPS: 32.5298 Mem: 32.15 Mb/s
radixSort SPU Time: 0.004 FPS: 226.9632 Mem: 224.30 Mb/s

Elements 1036288:

CUDA:

GeForce 9600GT:
CURadix Time: 0.036 FPS: 27.8808 Mem: 220.43 Mb/s

GeForce GTX 260:
CURadix Time: 0.013 FPS: 74.1400 Mem: 586.17 Mb/s

GeForce GTX 480:
CURadix Time: 0.006 FPS: 161.9958 Mem: 1280.78 Mb/s

OpenCL:

GeForce 9600GT:
CLRadix Time: 0.034 FPS: 29.8312 Mem: 235.85 Mb/s

GeForce GTX 260:
CLRadix Time: 0.013 FPS: 79.2959 Mem: 626.93 Mb/s

GeForce GTX 480:
CLRadix Time: 0.007 FPS: 136.2955 Mem: 1077.59 Mb/s

Radeon HD5870:
CLRadix Time: 0.020 FPS: 49.9800 Mem: 395.15 Mb/s

Single SPU:

quickSort SPU Time: 0.695 FPS: 1.4381 Mem: 22.74 Mb/s
radixSort SPU Time: 0.070 FPS: 14.3275 Mem: 226.55 Mb/s