Doesn't they say the same thing about photography when it was emerging? ;)
Agreed. This is just depressing and is a detriment to society. If this keeps advancing at its current rate, good art will be so trivial to generate that it won't be special anymore. Art will slowly morph into a banal distraction, with creating an original piece being as easy as applying an Instagram filter. The role of the human artist will change from a craftsperson to someone who picks a bunch of parameters, gives it to the AI, and chooses the best output. This type of technology is a threat to the very existence of art as a craft, will completely devalue artwork, and will make the journey of training to become an artist obsolete. I hate these researchers for what they're doing to a field that I love.
I disagree. There will always be demand for real artists. Like any other digital software, this is just a tool with the possibility to help artists create compelling worlds faster and add realism that would otherwise have taken days to make using other methods. As a 3D character artist, I would love to use this to create quick backdrops to place my characters in to enhance final renders.
Lightweight, flexible renderer provides both Synapse Gaming’s advanced deferred rendering and traditional forward rendering, allowing you to choose the ideal technique for your project.
Fully supports SunBurn Platform Framework Models, custom meshes, and raw vertex and index buffer data. Ideal for games, visualizations, rapid prototyping, and offers access to low-level classes for building custom renderers.
Lighting and Shadows
Vibrant lighting system creates smooth, consistent dynamic lighting and shadows across scene objects. Full range of light types including: point/omni, spot, directional, and ambient. Efficiently handles hundreds of visible dynamic lights and a variety of lighting models. Built-in shadows use shadow mapping with continuous level-of-detail (LOD), allowing objects to cast shadows onto the scene and themselves (self-shadowing).
Ultra-fast built-in GPU accelerated light mapping can bake-down complex scenes in seconds. Light mapping uses the same rich lighting and shadows as SunBurn’s dynamic lighting. Provides automatic generation of light map UVs (auto-unwrap) and can also utilize user specified uv channel. Automatic material-level ambient occlusion, indirect lighting, and soft fill lighting create radiosity-like visual effects, and volumetric lighting adds depth to the scene.
Efficient physics allow scene objects to collide with each other and the scenery. Supports polygon accurate mesh collisions and primitive box, sphere collisions. Trigger events when objects collide and non-collideable object pass through one another, and create custom collision handling code.
Audio and Sound
Flexible audio system supports both location based 3D emitters and ambient non-3D sounds. Play audio continuously or in a single “fire-and-forget” shot. Place audio sources in the scene using the SunBurn editor or in code. Automatically balances the number of audible sources for optimal sound quality and performance.
In-game world editor provides control of scene objects, lighting, shadows, materials, terrain, and environment. See real-time changes to externally edited assets like textures in-game while working. Built-in project manager allows artists to work on projects entirely from the editor, without ever opening Visual Studio.
Create custom scene object and entity types (classes). Custom types are fully supported by the engine and can be placed, edited, and modified in-editor. Windows-based interface provides a much smoother, more familiar environment than engine-based editors. Clean, artist-centric design, which is comfortable, efficient, and easy to use.
Flexible built-in materials automatically support all scene objects, and include: diffuse, bump, and specular mapping, as well as skinning. Additional material effects include: parallax mapping for creating incredible surface detail without additional geometry, emissive mapping for adding glow and illumination effects, and color-specular mapping to simulate metallic and oily specular reflections.
Edit materials real-time through the SunBurn editor, as well as outside of the editor using SunBurn material files. Import many material options directly from your modeling application.
Custom Materials / Shaders
Provides automatic support for custom, user-created shaders using HLSL FX files and Standard Annotations and Semantics (SAS). Custom shader properties are editable through both the SunBurn editor and material files. SunBurn provides automatic lighting, shadows, material (bump, specular, …), and fog support to custom shaders without writing any additional shader code.
Rich, light-weight terrain visualizes both large scale and small scale worlds. Terrain materials includes diffuse, normal, specular, and color specular mapping, as well as blending multiple texture layers into unique materials.
Detail based on height map data for easy terrain creation, and to support dynamic effects like procedural terrains and real-time erosion. Full control of mesh tessellation, level-of-detail (LOD) distance, and more.
Create multi-platform games using the same assets and code – no porting is necessary. SunBurn’s unified API provides the same API, features, and behavior across every platform and device.