The second video for my thesis that was presented at the final review. It takes what I believed was the simplest approach to my thesis - the aspect of rendering - and frames what can be done with current software compared to common practices.
0:30 - 0:36: Footage of Arauna 2. I had recorded my own footage using the demo version, trying out the various features of Arauna 2 in real time, but the quality was low so I elected to use the official demo video of the software released by the developers.
0:42 - 0:44: Footage of UDK, recorded by myself. This and the following videos feature a nonspecific scene that has complex materials and sunlight shading meant to test the basic rendering capabilities of the software I looked at.
0:47 - 0:48: Footage of Unity3D, recorded by myself.
0:48 - 0:49: Footage of UDK again, also recorded by myself.
0:49 - 0:52: Footage of CryEngine, recorded by myself. This is the only software (short of Unity, where such might be possible) where the user's shadow was rendered.
0:55 - 1:03: Footage of Rhinoceros, recorded by myself, with Octane as a render plugin. This was recorded in real time on my desktop (equipped with the new graphics card I bought) and renders images rivaling those of Vray in mere seconds, all under my direct interactive control.
1:05 - 1:07: Footage of Super Mario 64. This is used as an example of what the common conception of video game graphics is, compared to what video game graphics are able to achieve, in other words, this is old, outdated, archaic, and is nowhere near my thesis.
1:07 - 1:08: Footage of Tron. This is likewise used to show what people think of computer graphics, compared to the graphics in the sequel to this movie. Architectural software is, similarly, still stuck in the past.
1:10 - 1:12: Footage of CryEngine. Compare graphics to those of Super Mario 64.
1:12 - 1:14: Footage of Tron: Legacy (audio). Compare to that of Tron.
1:17 - 1:20: Footage of After Image Studios' sizzle reel. This shows high quality real time visualization.
1:22 - 1:25: Footage of Real Visual's sizzle reel. This shows high quality real time visualization used on a mobile device.
1:25 - 1:28: Footage of CryEngine.
1:28 - 1:30: Footage of Unlimited Detail by Euclideon. This is a voxel rendering engine which converts raster geometry into voxels, tiny cubical atoms that can then physically comprise geometry. This is one direction video game engines are headed.
1:33 - 1:39: Footage of Unreal Engine 4. The first half shows the editor, where complex materials and effects are developed without code; the second half shows those effects working in real time.
1:39 - 1:41: Footage of Unlimited Detail by Euclideon. This is from the same video as the first footage.
1:41 - 1:44: Footage of Brigade 3. This is the most cutting edge real time path tracer available (Arauna 2 is on the same level, but it has a preview demo).
1:44 - 1:47: Footage of CryEngine, also from the Vimeo video.
1:48 - 1:49: Footage of Source. This shows Therme Vals modeled in that software with materials and lights.
1:49 - 1:50 - Footage of Brigade 3.
1:50 - 1:51 - Footage of Luminous Engine. This is a new engine currently in development.
1:52 - 1:53 - Footage of Brigade 2.
1:53 - 1:53 - Footage of UDK.
1:53 - 1:54 - Footage of Brigade 2. There are 4968 little characters rendered in this scene, all individually material and lighting processed.
1:54 - 1:56 - Footage of Brigade 3.
1:56 - 1:58 - Footage of Unreal Engine 4.
Music was Dirtnap by Brand X Music.
I created some audio for the looping sequence as well as at the beginning and end of this video.