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Gi = global illumination

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GI = Global Illumination

GI = Global Illumination

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Gi = global illumination Gi = global illumination Presentation Transcript

  • Why GI?
  • Why GI?
  • What is GI? Direct lighting Indirect lighting What is GI?
  • What is GI? Only Direct Lighting Direct + Indirect
  • What is GI? ON OFF
  • What is GI? ● Direct lighting – sucks ● Direct + Indirect lighting – cool What is GI?
  • GI in 99 Lines of C++ 8 spp 13 sec 200 spp 5 min 1000 spp 25 min 25k spp 10.3 h 2.4 GHz Intel Core 2 Quad, 1024 x 768, by Kevin Beason
  • GI in 99 Lines of C++ ● Brute force – really heavy
  • Hemisphere Lightning MotoGP
  • Hemisphere Lightning Radiosity Map
  • Hemisphere Lightning ● Fast & simple ● Too simple Hemisphere Lighting
  • Lightmaps Mirror's Edge
  • Lightmaps
  • Lightmaps ● Only static objects
  • Light Probes Killzone 2
  • Light Probes
  • Light Probes
  • Light Probes
  • Light Probes ● No dynamic lights ● No self-illumination of dynamic objects
  • Light Propagation Volumes
  • Light Propagation Volumes
  • Light Propagation Volumes
  • Light Propagation Volumes
  • Light Propagation Volumes No propagation
  • Light Propagation Volumes After 4 iterations
  • Light Propagation Volumes After 6 iterations
  • Light Propagation Volumes After 8 iterations
  • Light Propagation Volumes
  • Light Propagation Volumes
  • Light Propagation Volumes ● Dynamic lights ● No indirect shadows Light Propagation Volumes
  • Voxel Cone Tracing Algorithm ● Voxelize the geometry ● Construct sparse voxel octree (SVO) ● Inject direct lighting into the octree ● Propagate radiance ● Gather radiance by cone tracing
  • Voxel Cone Tracing
  • Voxel Cone Tracing Voxelization
  • Voxel Cone Tracing Sparse Quad-tree
  • Voxel Cone Tracing Sparse Voxel Octree
  • Voxel Cone Tracing
  • Voxel Cone Tracing Light injection
  • Voxel Cone Tracing Filtering up
  • Voxel Cone Tracing Voxel Cone Tracing
  • Voxel Cone Tracing
  • Voxel Cone Tracing
  • Voxel Cone Tracing 37 ms 32 ms 14 min
  • Voxel Cone Tracing ● Dynamic lights & objects ● Shadow casting ● Huge amount of memory
  • Check out more knowledge sharing here: Slideshare - https://www.slideshare.net/Sperasoft/ SpeakerDeck - https://speakerdeck.com/sperasoft GitHub - http://github.com/sperasoft Learn more about Sperasoft: Company site - http://www.sperasoft.com/ On Facebook - https://facebook.com/sperasoft On Twitter - http://twitter.com/sperasoft