In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:
1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)
2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org
3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.
4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.
5. Your personal data shall not be transferred to the third country, nor to the international bodies.
6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.
7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.
8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.
9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).
10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.
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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