SlideShare a Scribd company logo
Kuba Cupisz &
Tobias Alexander Franke
Progressive Lightmapper: An introduction to lightmapping
in Unity
Unity Technologies
Progressive Lightmapper:
An introduction to
lightmapping in Unity
Who are we?
Kuba
Cupisz
Tobias Alexander
Franke
The problem with
Lightmapping...
press
wait…
Milliseconds
Progressive updates View prioritization
Today’s menu
• Optimizing content for the Progressive Lightmapper
• i.e. “What can you do to make baking faster”
• A sneak peak into the GPU backend for the Progressive Lightmapper
• i.e. “What we are doing to make baking faster”
• Future developments
• i.e. “What we have in store to make baking more convenient”
Part 1: Optimizing
baking in the
Progressive
Lightmapper
Global
Illumination:
Gambling with
photons until
you think you
have won
Lightmapping at a glance
An overview of the parameters
• Direct Samples
• Number of rays shot towards light sources
• Indirect Samples
• Number of paths shot in the upper hemisphere
• Bounces
• Number of times a ray is allowed to bounce of another surface
An overview of the parameters
An overview of the parameters
An overview of the parameters
Understanding texels
• Pixels in lightmap
• Mapped to units of space
• Texel count is proportional to resolution^2
• Each texel spawns:
• n direct rays towards k lights
• m indirect rays * j bounces
• one direct ray per bounce towards k lights
• Texels are the amount of work to do
• Texels are the amount of work to
1 Texel per Unit 2 Texels per Unit 5 Texels per Unit
You don’t need to bake texels if you
don’t put them into the lightmap!
Keep a low texel count
• Do not waste (a lot of) texels on these:
• Surfaces with low variation
• Surfaces which receive indirect bounce light only
• Small objects
• Thin objects
• Surfaces hidden from the player
Albedo Baked Lightmap Shaded
Scale objects with low variation
• Scale “unimportant” objects to
reduce texel count
• Good targets:
• Small objects
• Objects which receive almost
uniform lighting
• e.g. the wall in the back
Can be represented with few texels
Needs many texels,
otherwise shadow will be blurry
Light Modes
• Subtractive
• Baked direct and indirect
• Shadowmask
• Save additional lightmap information to composite realtime and baked
shadows correctly
• Indirect only
• Baked indirect only
• Realtime direct light and shadows
Shadowmask/Subtractive Baked Indirect
Remove small/low-influence
objects entirely
Remove small/low-influence
objects entirely
Probe lighting
• Use probes for small or thin objects, and for
small-ish objects that would use too many texels
• Fences
• Wires
• Tubes
• Trees
• “Decoration”
• …
• Quick to compute, fairly low lookup cost
(not)Lightmapping LODs
• Marking all LODs in an LOD Group as lightmap static
• Each renderer gets lightmap texels
• Slow bakes
• Lower LODs need to be processed one by one
• Not enough work to saturate the hardware
• Raytracer’s acceleration structure needs to be changed
• Can be slow
(not)Lightmapping LODs - projection
• Marking only LOD0 in an LOD Group as lightmap static
• Only renderers in LOD0 get lightmap texels
• Lower LODs reuse those texels
• UVs need to match between LOD levels
• Same UV island outline, simpler topology inside
• Bakes are fast again
• All renderers processed in one go
• Raytracer’s acceleration structure is static
(not)Lightmapping LODs - projection
Matching UVs
(not)Lightmapping LODs - projection
27.5k/13.7k/6.9k triangles
(not)Lightmapping LODs - projection
Same distance
(not)Lightmapping LODs - projection
Actual usage in game
(not)Lightmapping LODs - projection
• Will be released as scripts soon
• Copy lightmap scale/offset and lightmap index
• From LOD0 to lower LODs
• Fully built-in in one of the coming releases
Filtering
• Post process to filter out noise by applying a “blur”
• Two variants
• Gaussian
• Edge-Aware A-Trous
• Used to fix small amounts of noise
• How NOT to optimize
• Lower sample count to bake fast
• Counter noise with more filtering
400 Samples Gauss Filter A-Trous Filter 400K Samples
400 Samples Gauss Filter A-Trous Filter 400K Samples
An overview of the parameters
• Lightmap Padding
• Space between UV islands
• Lightmap Size
• Max atlas width/height
Part 2: The GPU baking
backend
Speedup
AMD RadeonRays
• OpenCL based
• Cross platform
• Vendor agnostic
• Wavefront compute based
• Small simple kernels
• Quite a lot of them
• Can fall back to CPU
Part 3: The Future
The Future
• C# Raytracing API
• Support for multiple GPUs
• in one desktop
• laptop (with internal GPU + eGPUs)
• Features
• MIS
• Better probe handling
Take-away
• Minimize texel count for faster baking
• Use probes wherever possible, but most importantly for small objects
• Scale objects in lightmaps if they have low lighting variation
• Use appropriate light modes
• Try to avoid baking high-frequency details
• Indirect light is usually very blurry/low-frequency, no need for many texels
• GPU Lightmapper
• Future development
Thank you!
Q&A

More Related Content

What's hot

Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
Lukas Lang
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
Tiago Sousa
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
 
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processingStar Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
umsl snfrzb
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
Electronic Arts / DICE
 
A Bizarre Way to do Real-Time Lighting
A Bizarre Way to do Real-Time LightingA Bizarre Way to do Real-Time Lighting
A Bizarre Way to do Real-Time Lighting
Steven Tovey
 
Real-time lightmap baking
Real-time lightmap bakingReal-time lightmap baking
Real-time lightmap baking
Rosario Leonardi
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Electronic Arts / DICE
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
Guerrilla
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
Naughty Dog
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
Electronic Arts / DICE
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Johan Andersson
 
Paris Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationParis Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global Illumination
Wolfgang Engel
 
Real-Time Global Illumination Techniques
Real-Time Global Illumination TechniquesReal-Time Global Illumination Techniques
Real-Time Global Illumination TechniquesJangho Lee
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
Guerrilla
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Electronic Arts / DICE
 

What's hot (20)

Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
 
A Bit More Deferred Cry Engine3
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
 
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processingStar Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
A Bizarre Way to do Real-Time Lighting
A Bizarre Way to do Real-Time LightingA Bizarre Way to do Real-Time Lighting
A Bizarre Way to do Real-Time Lighting
 
Real-time lightmap baking
Real-time lightmap bakingReal-time lightmap baking
Real-time lightmap baking
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
 
Paris Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationParis Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global Illumination
 
Real-Time Global Illumination Techniques
Real-Time Global Illumination TechniquesReal-Time Global Illumination Techniques
Real-Time Global Illumination Techniques
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
 

Similar to Progressive Lightmapper: An Introduction to Lightmapping in Unity

【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
Unity Technologies Japan K.K.
 
Deferred shading
Deferred shadingDeferred shading
Deferred shading
ozlael ozlael
 
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unity Technologies
 
october23.ppt
october23.pptoctober23.ppt
october23.ppt
CharlesMatu2
 
Felwyrld Tech
Felwyrld TechFelwyrld Tech
Felwyrld Tech
Alex Nankervis
 
Deferred Lighting and Post Processing on PLAYSTATION®3
Deferred Lighting and Post Processing on PLAYSTATION®3Deferred Lighting and Post Processing on PLAYSTATION®3
Deferred Lighting and Post Processing on PLAYSTATION®3
Slide_N
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
 
CR & DR..(5).pptx
CR & DR..(5).pptxCR & DR..(5).pptx
CR & DR..(5).pptx
DRVISHAL12
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
Guerrilla
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
 
LED,LCD,CRO,CRT UNIT IV of M&I
LED,LCD,CRO,CRT UNIT IV of M&ILED,LCD,CRO,CRT UNIT IV of M&I
LED,LCD,CRO,CRT UNIT IV of M&I
Purandhar Raghavendran
 
november29.ppt
november29.pptnovember29.ppt
november29.ppt
CharlesMatu2
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline
William Hugo Yang
 
Develop2012 deferred sanchez_stachowiak
Develop2012 deferred sanchez_stachowiakDevelop2012 deferred sanchez_stachowiak
Develop2012 deferred sanchez_stachowiak
Matt Filer
 
liquid crystal display
liquid crystal displayliquid crystal display
liquid crystal display
Dinesh Pasi
 
A new Post-Processing Pipeline
A new Post-Processing PipelineA new Post-Processing Pipeline
A new Post-Processing Pipeline
Wolfgang Engel
 
A modern Post-Processing Pipeline
A modern Post-Processing PipelineA modern Post-Processing Pipeline
A modern Post-Processing Pipeline
Wolfgang Engel
 
Practical usage of Lightmass in Architectural Visualization (Kenichi Makaya...
Practical usage of Lightmass in  Architectural Visualization  (Kenichi Makaya...Practical usage of Lightmass in  Architectural Visualization  (Kenichi Makaya...
Practical usage of Lightmass in Architectural Visualization (Kenichi Makaya...
エピック・ゲームズ・ジャパン Epic Games Japan
 
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
3D ICONS Project
 
Light prepass
Light prepassLight prepass
Light prepass
changehee lee
 

Similar to Progressive Lightmapper: An Introduction to Lightmapping in Unity (20)

【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
【Unite 2018 Tokyo】プログレッシブライトマッパーの真価を発揮する秘訣
 
Deferred shading
Deferred shadingDeferred shading
Deferred shading
 
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
 
october23.ppt
october23.pptoctober23.ppt
october23.ppt
 
Felwyrld Tech
Felwyrld TechFelwyrld Tech
Felwyrld Tech
 
Deferred Lighting and Post Processing on PLAYSTATION®3
Deferred Lighting and Post Processing on PLAYSTATION®3Deferred Lighting and Post Processing on PLAYSTATION®3
Deferred Lighting and Post Processing on PLAYSTATION®3
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
 
CR & DR..(5).pptx
CR & DR..(5).pptxCR & DR..(5).pptx
CR & DR..(5).pptx
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
 
LED,LCD,CRO,CRT UNIT IV of M&I
LED,LCD,CRO,CRT UNIT IV of M&ILED,LCD,CRO,CRT UNIT IV of M&I
LED,LCD,CRO,CRT UNIT IV of M&I
 
november29.ppt
november29.pptnovember29.ppt
november29.ppt
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline
 
Develop2012 deferred sanchez_stachowiak
Develop2012 deferred sanchez_stachowiakDevelop2012 deferred sanchez_stachowiak
Develop2012 deferred sanchez_stachowiak
 
liquid crystal display
liquid crystal displayliquid crystal display
liquid crystal display
 
A new Post-Processing Pipeline
A new Post-Processing PipelineA new Post-Processing Pipeline
A new Post-Processing Pipeline
 
A modern Post-Processing Pipeline
A modern Post-Processing PipelineA modern Post-Processing Pipeline
A modern Post-Processing Pipeline
 
Practical usage of Lightmass in Architectural Visualization (Kenichi Makaya...
Practical usage of Lightmass in  Architectural Visualization  (Kenichi Makaya...Practical usage of Lightmass in  Architectural Visualization  (Kenichi Makaya...
Practical usage of Lightmass in Architectural Visualization (Kenichi Makaya...
 
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
3D processing and metadata ingestion at POLIMI, Gabriele Guidi, Sara Gonizzi ...
 
Light prepass
Light prepassLight prepass
Light prepass
 

More from Unity Technologies

Build Immersive Worlds in Virtual Reality
Build Immersive Worlds  in Virtual RealityBuild Immersive Worlds  in Virtual Reality
Build Immersive Worlds in Virtual Reality
Unity Technologies
 
Augmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real worldAugmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real world
Unity Technologies
 
Let’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and moreLet’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and more
Unity Technologies
 
Using synthetic data for computer vision model training
Using synthetic data for computer vision model trainingUsing synthetic data for computer vision model training
Using synthetic data for computer vision model training
Unity Technologies
 
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesThe Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
Unity Technologies
 
Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games
Unity Technologies
 
Unity Roadmap 2020: Core Engine & Creator Tools
Unity Roadmap 2020: Core Engine & Creator ToolsUnity Roadmap 2020: Core Engine & Creator Tools
Unity Roadmap 2020: Core Engine & Creator Tools
Unity Technologies
 
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
Unity Technologies
 
Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity Technologies
 
Turn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiencesTurn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiences
Unity Technologies
 
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
Unity Technologies
 
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
Unity Technologies
 
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
Unity Technologies
 
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Unity Technologies
 
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Unity Technologies
 
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
Unity Technologies
 
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Unity Technologies
 
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Unity Technologies
 
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
Unity Technologies
 
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
Unity Technologies
 

More from Unity Technologies (20)

Build Immersive Worlds in Virtual Reality
Build Immersive Worlds  in Virtual RealityBuild Immersive Worlds  in Virtual Reality
Build Immersive Worlds in Virtual Reality
 
Augmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real worldAugmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real world
 
Let’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and moreLet’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and more
 
Using synthetic data for computer vision model training
Using synthetic data for computer vision model trainingUsing synthetic data for computer vision model training
Using synthetic data for computer vision model training
 
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesThe Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
 
Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games Unity Roadmap 2020: Live games
Unity Roadmap 2020: Live games
 
Unity Roadmap 2020: Core Engine & Creator Tools
Unity Roadmap 2020: Core Engine & Creator ToolsUnity Roadmap 2020: Core Engine & Creator Tools
Unity Roadmap 2020: Core Engine & Creator Tools
 
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
 
Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019
 
Turn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiencesTurn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiences
 
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
 
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
 
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
 
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
 
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
 
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
 
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
 
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
 
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
 
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
 

Recently uploaded

Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptxOperational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
sandeepmenon62
 
All you need to know about Spring Boot and GraalVM
All you need to know about Spring Boot and GraalVMAll you need to know about Spring Boot and GraalVM
All you need to know about Spring Boot and GraalVM
Alina Yurenko
 
Transforming Product Development using OnePlan To Boost Efficiency and Innova...
Transforming Product Development using OnePlan To Boost Efficiency and Innova...Transforming Product Development using OnePlan To Boost Efficiency and Innova...
Transforming Product Development using OnePlan To Boost Efficiency and Innova...
OnePlan Solutions
 
Cost-Effective Strategies For iOS App Development
Cost-Effective Strategies For iOS App DevelopmentCost-Effective Strategies For iOS App Development
Cost-Effective Strategies For iOS App Development
Softradix Technologies
 
Boost Your Savings with These Money Management Apps
Boost Your Savings with These Money Management AppsBoost Your Savings with These Money Management Apps
Boost Your Savings with These Money Management Apps
Jhone kinadey
 
Alluxio Webinar | 10x Faster Trino Queries on Your Data Platform
Alluxio Webinar | 10x Faster Trino Queries on Your Data PlatformAlluxio Webinar | 10x Faster Trino Queries on Your Data Platform
Alluxio Webinar | 10x Faster Trino Queries on Your Data Platform
Alluxio, Inc.
 
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
gapen1
 
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
Paul Brebner
 
The Comprehensive Guide to Validating Audio-Visual Performances.pdf
The Comprehensive Guide to Validating Audio-Visual Performances.pdfThe Comprehensive Guide to Validating Audio-Visual Performances.pdf
The Comprehensive Guide to Validating Audio-Visual Performances.pdf
kalichargn70th171
 
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
dakas1
 
What is Continuous Testing in DevOps - A Definitive Guide.pdf
What is Continuous Testing in DevOps - A Definitive Guide.pdfWhat is Continuous Testing in DevOps - A Definitive Guide.pdf
What is Continuous Testing in DevOps - A Definitive Guide.pdf
kalichargn70th171
 
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
Luigi Fugaro
 
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
kgyxske
 
Superpower Your Apache Kafka Applications Development with Complementary Open...
Superpower Your Apache Kafka Applications Development with Complementary Open...Superpower Your Apache Kafka Applications Development with Complementary Open...
Superpower Your Apache Kafka Applications Development with Complementary Open...
Paul Brebner
 
Penify - Let AI do the Documentation, you write the Code.
Penify - Let AI do the Documentation, you write the Code.Penify - Let AI do the Documentation, you write the Code.
Penify - Let AI do the Documentation, you write the Code.
KrishnaveniMohan1
 
Migration From CH 1.0 to CH 2.0 and Mule 4.6 & Java 17 Upgrade.pptx
Migration From CH 1.0 to CH 2.0 and  Mule 4.6 & Java 17 Upgrade.pptxMigration From CH 1.0 to CH 2.0 and  Mule 4.6 & Java 17 Upgrade.pptx
Migration From CH 1.0 to CH 2.0 and Mule 4.6 & Java 17 Upgrade.pptx
ervikas4
 
Software Test Automation - A Comprehensive Guide on Automated Testing.pdf
Software Test Automation - A Comprehensive Guide on Automated Testing.pdfSoftware Test Automation - A Comprehensive Guide on Automated Testing.pdf
Software Test Automation - A Comprehensive Guide on Automated Testing.pdf
kalichargn70th171
 
Modelling Up - DDDEurope 2024 - Amsterdam
Modelling Up - DDDEurope 2024 - AmsterdamModelling Up - DDDEurope 2024 - Amsterdam
Modelling Up - DDDEurope 2024 - Amsterdam
Alberto Brandolini
 
Beginner's Guide to Observability@Devoxx PL 2024
Beginner's  Guide to Observability@Devoxx PL 2024Beginner's  Guide to Observability@Devoxx PL 2024
Beginner's Guide to Observability@Devoxx PL 2024
michniczscribd
 

Recently uploaded (20)

Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptxOperational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
Operational ease MuleSoft and Salesforce Service Cloud Solution v1.0.pptx
 
bgiolcb
bgiolcbbgiolcb
bgiolcb
 
All you need to know about Spring Boot and GraalVM
All you need to know about Spring Boot and GraalVMAll you need to know about Spring Boot and GraalVM
All you need to know about Spring Boot and GraalVM
 
Transforming Product Development using OnePlan To Boost Efficiency and Innova...
Transforming Product Development using OnePlan To Boost Efficiency and Innova...Transforming Product Development using OnePlan To Boost Efficiency and Innova...
Transforming Product Development using OnePlan To Boost Efficiency and Innova...
 
Cost-Effective Strategies For iOS App Development
Cost-Effective Strategies For iOS App DevelopmentCost-Effective Strategies For iOS App Development
Cost-Effective Strategies For iOS App Development
 
Boost Your Savings with These Money Management Apps
Boost Your Savings with These Money Management AppsBoost Your Savings with These Money Management Apps
Boost Your Savings with These Money Management Apps
 
Alluxio Webinar | 10x Faster Trino Queries on Your Data Platform
Alluxio Webinar | 10x Faster Trino Queries on Your Data PlatformAlluxio Webinar | 10x Faster Trino Queries on Your Data Platform
Alluxio Webinar | 10x Faster Trino Queries on Your Data Platform
 
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
如何办理(hull学位证书)英国赫尔大学毕业证硕士文凭原版一模一样
 
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
Why Apache Kafka Clusters Are Like Galaxies (And Other Cosmic Kafka Quandarie...
 
The Comprehensive Guide to Validating Audio-Visual Performances.pdf
The Comprehensive Guide to Validating Audio-Visual Performances.pdfThe Comprehensive Guide to Validating Audio-Visual Performances.pdf
The Comprehensive Guide to Validating Audio-Visual Performances.pdf
 
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
一比一原版(UMN毕业证)明尼苏达大学毕业证如何办理
 
What is Continuous Testing in DevOps - A Definitive Guide.pdf
What is Continuous Testing in DevOps - A Definitive Guide.pdfWhat is Continuous Testing in DevOps - A Definitive Guide.pdf
What is Continuous Testing in DevOps - A Definitive Guide.pdf
 
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
WMF 2024 - Unlocking the Future of Data Powering Next-Gen AI with Vector Data...
 
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
一比一原版(sdsu毕业证书)圣地亚哥州立大学毕业证如何办理
 
Superpower Your Apache Kafka Applications Development with Complementary Open...
Superpower Your Apache Kafka Applications Development with Complementary Open...Superpower Your Apache Kafka Applications Development with Complementary Open...
Superpower Your Apache Kafka Applications Development with Complementary Open...
 
Penify - Let AI do the Documentation, you write the Code.
Penify - Let AI do the Documentation, you write the Code.Penify - Let AI do the Documentation, you write the Code.
Penify - Let AI do the Documentation, you write the Code.
 
Migration From CH 1.0 to CH 2.0 and Mule 4.6 & Java 17 Upgrade.pptx
Migration From CH 1.0 to CH 2.0 and  Mule 4.6 & Java 17 Upgrade.pptxMigration From CH 1.0 to CH 2.0 and  Mule 4.6 & Java 17 Upgrade.pptx
Migration From CH 1.0 to CH 2.0 and Mule 4.6 & Java 17 Upgrade.pptx
 
Software Test Automation - A Comprehensive Guide on Automated Testing.pdf
Software Test Automation - A Comprehensive Guide on Automated Testing.pdfSoftware Test Automation - A Comprehensive Guide on Automated Testing.pdf
Software Test Automation - A Comprehensive Guide on Automated Testing.pdf
 
Modelling Up - DDDEurope 2024 - Amsterdam
Modelling Up - DDDEurope 2024 - AmsterdamModelling Up - DDDEurope 2024 - Amsterdam
Modelling Up - DDDEurope 2024 - Amsterdam
 
Beginner's Guide to Observability@Devoxx PL 2024
Beginner's  Guide to Observability@Devoxx PL 2024Beginner's  Guide to Observability@Devoxx PL 2024
Beginner's Guide to Observability@Devoxx PL 2024
 

Progressive Lightmapper: An Introduction to Lightmapping in Unity

  • 1. Kuba Cupisz & Tobias Alexander Franke Progressive Lightmapper: An introduction to lightmapping in Unity Unity Technologies
  • 2. Progressive Lightmapper: An introduction to lightmapping in Unity
  • 6. Progressive updates View prioritization
  • 7. Today’s menu • Optimizing content for the Progressive Lightmapper • i.e. “What can you do to make baking faster” • A sneak peak into the GPU backend for the Progressive Lightmapper • i.e. “What we are doing to make baking faster” • Future developments • i.e. “What we have in store to make baking more convenient”
  • 8. Part 1: Optimizing baking in the Progressive Lightmapper
  • 11. An overview of the parameters • Direct Samples • Number of rays shot towards light sources • Indirect Samples • Number of paths shot in the upper hemisphere • Bounces • Number of times a ray is allowed to bounce of another surface
  • 12. An overview of the parameters
  • 13. An overview of the parameters
  • 14. An overview of the parameters
  • 15. Understanding texels • Pixels in lightmap • Mapped to units of space • Texel count is proportional to resolution^2 • Each texel spawns: • n direct rays towards k lights • m indirect rays * j bounces • one direct ray per bounce towards k lights • Texels are the amount of work to do • Texels are the amount of work to
  • 16. 1 Texel per Unit 2 Texels per Unit 5 Texels per Unit
  • 17. You don’t need to bake texels if you don’t put them into the lightmap!
  • 18. Keep a low texel count • Do not waste (a lot of) texels on these: • Surfaces with low variation • Surfaces which receive indirect bounce light only • Small objects • Thin objects • Surfaces hidden from the player
  • 20. Scale objects with low variation • Scale “unimportant” objects to reduce texel count • Good targets: • Small objects • Objects which receive almost uniform lighting • e.g. the wall in the back Can be represented with few texels Needs many texels, otherwise shadow will be blurry
  • 21. Light Modes • Subtractive • Baked direct and indirect • Shadowmask • Save additional lightmap information to composite realtime and baked shadows correctly • Indirect only • Baked indirect only • Realtime direct light and shadows
  • 25. Probe lighting • Use probes for small or thin objects, and for small-ish objects that would use too many texels • Fences • Wires • Tubes • Trees • “Decoration” • … • Quick to compute, fairly low lookup cost
  • 26. (not)Lightmapping LODs • Marking all LODs in an LOD Group as lightmap static • Each renderer gets lightmap texels • Slow bakes • Lower LODs need to be processed one by one • Not enough work to saturate the hardware • Raytracer’s acceleration structure needs to be changed • Can be slow
  • 27. (not)Lightmapping LODs - projection • Marking only LOD0 in an LOD Group as lightmap static • Only renderers in LOD0 get lightmap texels • Lower LODs reuse those texels • UVs need to match between LOD levels • Same UV island outline, simpler topology inside • Bakes are fast again • All renderers processed in one go • Raytracer’s acceleration structure is static
  • 28. (not)Lightmapping LODs - projection Matching UVs
  • 29. (not)Lightmapping LODs - projection 27.5k/13.7k/6.9k triangles
  • 30. (not)Lightmapping LODs - projection Same distance
  • 31. (not)Lightmapping LODs - projection Actual usage in game
  • 32. (not)Lightmapping LODs - projection • Will be released as scripts soon • Copy lightmap scale/offset and lightmap index • From LOD0 to lower LODs • Fully built-in in one of the coming releases
  • 33. Filtering • Post process to filter out noise by applying a “blur” • Two variants • Gaussian • Edge-Aware A-Trous • Used to fix small amounts of noise • How NOT to optimize • Lower sample count to bake fast • Counter noise with more filtering
  • 34. 400 Samples Gauss Filter A-Trous Filter 400K Samples
  • 35. 400 Samples Gauss Filter A-Trous Filter 400K Samples
  • 36. An overview of the parameters • Lightmap Padding • Space between UV islands • Lightmap Size • Max atlas width/height
  • 37. Part 2: The GPU baking backend
  • 38.
  • 40. AMD RadeonRays • OpenCL based • Cross platform • Vendor agnostic • Wavefront compute based • Small simple kernels • Quite a lot of them • Can fall back to CPU
  • 41. Part 3: The Future
  • 42. The Future • C# Raytracing API • Support for multiple GPUs • in one desktop • laptop (with internal GPU + eGPUs) • Features • MIS • Better probe handling
  • 43. Take-away • Minimize texel count for faster baking • Use probes wherever possible, but most importantly for small objects • Scale objects in lightmaps if they have low lighting variation • Use appropriate light modes • Try to avoid baking high-frequency details • Indirect light is usually very blurry/low-frequency, no need for many texels • GPU Lightmapper • Future development
  • 45. Q&A