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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    Tim Sweeney‏ @TimSweeneyEpic 18 Sep 2018
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    Real-time volumetric fog was pretty mind-blowing when it debuted back in 1997.https://www.youtube.com/watch?v=qjgHgg1Gm8M …

    2:29 PM - 18 Sep 2018
    • 24 Retweets
    • 197 Likes
    • Eugene Griskov Sergey Haritonov Mike Knops Furkan Üzümcü babel Huw Bowles Amrik Sadhra Scott Cullen Jake Lazaroff
    15 replies 24 retweets 197 likes
      1. Tim Sweeney‏ @TimSweeneyEpic 18 Sep 2018
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        As far as I know, Unreal 1 had the first real-time implementation of volumetric dog. I used a formula table in an 1800's math book(!) to calculate a line integral on a 1/r^2 light falloff function using an arctan. ~200 cycles on Pentium, but fast enough on a 16x16 grid.

        21 replies 46 retweets 318 likes
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      2. Sebastian Aaltonen‏ @SebAaltonen 18 Sep 2018
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        Replying to @TimSweeneyEpic

        I tried to implement similar fog with fixed function GPU, but it was difficult. Couldn’t find a way to do it without having to resolve depth buffer to a texture and read it in shader = needed DX9 SM2.0.

        1 reply 1 retweet 1 like
      3. Tim Sweeney‏ @TimSweeneyEpic 18 Sep 2018
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        Replying to @SebAaltonen

        First implementation was on a 16x16 screen space grid that was linear interpolated, second was a light map aligned texture that was samples at 4x4 then linear interpolated in software, or send to the GPU and additively blended!

        0 replies 0 retweets 7 likes
      4. End of conversation
      1. Andreas "BOLL" Aronsson‏ @BOLL7708 18 Sep 2018
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        Replying to @TimSweeneyEpic

        I never played the original Unreal, did not have a capable PC until later, consoles were still seemingly powerful back then. How's it going with open sourcing it? Would be nice to experience this in VR, has happened to a number of id titles 😉 I should play my Steam version 🤔pic.twitter.com/fj3iAcJ2um

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      1. Erwin Coumans‏ @erwincoumans 18 Sep 2018
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        Replying to @TimSweeneyEpic

        Still a volumetric dog was a nice step forward from a flat 2d rabbit.

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      1. UB‏ @Outhouse_Deco 24 Sep 2018
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        Replying to @TimSweeneyEpic

        Late response but yeah volumetric fog was a massively strong aspect of UE1. It can be abused in skyboxes to create insanely vibrant/bright bg landscapes or haze (which makes for convincing 3D skyboxes) Lightmaps with very highres textures was also over a decade ahead of its timepic.twitter.com/JRns0kJdUr

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      1. alex n‏ @gigatexal 18 Sep 2018
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        Replying to @TimSweeneyEpic

        The things you guys are doing with the Unreal Engine: if the universe really is a simulation then it’s peobably running the Unreal Engine

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      2. anxious_f0x‏ @anxious_f0x 18 Sep 2018
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        Replying to @TimSweeneyEpic

        If only we had a new Unreal Tournament to enjoy such features in :(

        1 reply 0 retweets 0 likes
      3. Miljan Bojovic‏ @PhoeniX_Storms 19 Sep 2018
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        Replying to @anxious_f0x

        pic.twitter.com/4cUrTlCkK2

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      4. End of conversation
      1. Trouffman‏ @Trouffman 18 Sep 2018
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        Replying to @TimSweeneyEpic

        Is this Ray tracing ? (trolling indeed :()

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