Introduction to Global Illumination by Aryo

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Introduction to Global Illumination by Aryo

  1. 1. @agatestudio Introduction to Global Illumination Aryo Knight Agate Studio
  2. 2. Introduction to Global Illumination Agustinus Arya Adhinugraha
  3. 3. Direct Lighting Only 800x600 : 1.42045ms – 704fps -Draw scene depth from light point of view (for shadow purpose). -Draw deferred into GBuffer(albedo, normal, depth). -Draw direct shading & shadow.
  4. 4. Reflective Shadow Map (RSM) 128x128 Color (left), Screen Position (center), Light Direction (right) - Draw scene from light point of view, and output color, screen position, and light direction.
  5. 5. Virtual Point Lights (VPL) Position 800x600 36 VPL: 21.2766ms – 47fps - Select VPL from RSM (CPU)
  6. 6. Indirect Lighting Only - Draw scene and treat each of VPL as common light.
  7. 7. Final (Direct + Indirect Lighting) 800x600 36 Draw VPL : 21.2766ms – 47fps 1 Draw 36 VPL : 15.3846ms – 65fps - Optimized VPL to array of VPL and iterate in fragment shader.
  8. 8. Light Propagation Volume (LPV) 800x600 8x8x8 LPV : >1000ms - <1fps -CryEngine3 method -Using spherical harmonics coefficients - Currently CPU Only (time constraint)
  9. 9. Radiance Map 800x600 8x8 RM : 2.087ms – 481fps -Based on LPV, but using 2D texture instead of 3D one. -Need further research
  10. 10. Reference Image 800x600 Blender cycles : 18910ms
  11. 11. References • http://www.vis.uni- stuttgart.de/~dachsbcn/download/gi/screen_s pace.pdf • http://www.vis.uni- stuttgart.de/~dachsbcn/download/gi/vpl.pdf • http://www.crytek.com/download/20100301 _lpv.pdf • http://www.research.scea.com/gdc2003/sphe rical-harmonic-lighting.pdf

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