Brigade 3.0 preview - Real-time path tracing (using 2 Nvidia GTX Titans). The video below is using the most recent build of Brigade, keep in mind that a lot of work is being done and the noise might dramatically be improved in the next months.
What is path tracing?
Brigade uses path tracing, which is an extension to the ray tracing algorithm capable of producing photo-realistic images. It simulates many light paths per pixel, and takes the average value to calculate the final color of each pixel.
Whenever a ray hits a surface, a new ray is traced from that hitpoint in a random direction until the max path depth is reached or until a Russian roulette-like mechanism kills the ray.
This way, path tracing is able to produce effects like diffuse color bleeding, glossy (blurry) reflections, soft shadows, real area lights, true depth of field, and much more…

Fast engine
Brigade use NVIDIA and AMD hardware to do path tracing on the GPU. All rendering kernels are fine-tuned for every card to give maximum performance combined with special scene-graph optimizations that are unique to Brigade, allows us to bring real-time path tracing to video games.

Instancing is one of the most powerful features of Brigade. It allows you to instance any kind of mesh you want. (Trees, grass, cars for heavy traffic in cities, etc…) It’s up to you ! Performance wise, each instance is the same loss as rendering one single triangle.
Because Brigade uses a very specific custom acceleration structure, It can create multi-million or even billion polygons scenes without a sweat. Brigade also supports animation for bones (with skinning), cameras, objects & more using COLLADA files.

What is it for?
OTOY Inc. announced that game developers worldwide will be able to leverage Brigade, its path tracing and rendering technology for photorealistic next-generation games, through Amazon EC2 in the second half of the year. OTOY is concurrently launching a seamless physically-based art pipeline for Brigade, shared with OTOY’s OctaneRender™ software and supported across all major 3D modeling packages.




“We’re quickly approaching a time where rasterization-based gaming APIs won’t be able to keep pace with the realism gamers demand,” said Jules Urbach, Founder and CEO, OTOY. “As media and entertainment companies look to leverage existing assets across movie, television, and game mediums, and as we face an ever more connected future, the top game studios know that the cloud is the logical solution. We have the distinct pleasure of working with several premiere developers using Brigade to explore jaw-dropping next-generation games, and with today’s announcement we look forward to getting Brigade into even more developers’ hands in the near future.”
For more information on Brigade visit https://brigade3.com/.
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