UNREAL PARIS - Virtual Tour - Unreal Engine 4

Virtual tour of an apartment in Paris showing off some more features of Unreal Engine 4. I may need to upgrade my twin SLI setup.
RFlaggsays...

Yes, semi impressive, but static scenes are in the end static. These are useful for architectural groups and the like to show off stuff. Virtual builds for a client to walk through.

For gaming, one needs to see the scene in a game like state with action going on, and high polygon models moving in and around the high polygon scenery. There is where we get our real test.

Still pretty, and we are getting closer and closer to near realistic stuff rendering out in real time.

fuzzyundiessays...

tldr: Actually, games do this all the time, but usually only for water surfaces!

The reason for this is that the way you render a proper reflection is to "flip" the camera to the other side of the reflective surface plane: looking down on a lake, you'd render the water reflection from the point of view of the camera looking up from under the water surface, flipped over. This is called "planar reflection". In order to do this, you render your entire scene again, so it's not cheap. Also, the reflection only works for that one plane: if you had two altitudes of water (or two differently angled mirrors) they'd be on different planes and so you'd have to render a reflection for each one.

You can't render curved surface reflections this way, though. For example it doesn't work on a car (what plane would you flip the camera over?). For that, the trick is called "cubic environment maps". I won't go into the details, but it only really works well for faking reflections on objects since it shows the correct view from a single point. You can create them dynamically for things like racing games, but they require 6 scene renders (one for each face of the cube) for each environment map.

Half Life offered both techniques for water reflections, so one could fire that up and compare them that way.

This demo seemed to use environment maps for the mirrors and I suspect all of the other shiny surfaces.

Note that these techniques are to get detailed reflections: specular lighting (where you don't reflect an image, but instead mathematically simulate simple light bouncing) is easier and cheaper, since it's just math to get a color and strength.

You could do planar reflections for every mirror, but it's a full scene re-render for each one so your frame rate would tank or you'd have to take out other features. Compromises!

Game graphics is all trade-offs and smoke and mirrors: it's our job to fake things and make you think the game is doing sophisticated simulation when actually it's doing as little as it can to get as much as possible.

NaMeCaFsaid:

It's a shame that even with all this they still cant get proper 1:1 mirrors working in game engines

Curioussays...

Nothing was moved or interacted with in the entire clip, so it leads me to believe that all of the lighting and shadows were simply pre-calculated and baked on as a texture. In the same manner, the reflections are most likely environmental cube maps, rendered in 3D animation software with all the settings turned up and then saved as an image. If something besides the camera were moving then I would be impressed.

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