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Sperasoft
November 05, 2013
Technology
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GI = Global Illumination
gamedev, lightning, 3D, light, voxel, animation
Sperasoft
November 05, 2013
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Transcript
None
Why GI?
Why GI?
What is GI? Direct lighting Indirect lighting What is GI?
Only Direct Lighting Direct + Indirect What is GI?
ON OFF What is GI?
What is GI? • Direct lighting – sucks • Direct
+ Indirect lighting – cool What is GI?
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 GI in 99 Lines
of C++
MotoGP Hemisphere Lightning
Radiosity Map Hemisphere Lightning
Hemisphere Lighting • Fast & simple • Too simple Hemisphere
Lightning
Mirror's Edge Lightmaps
Lightmaps
• Only static objects Lightmaps
Killzone 2 Light Probes
Light Probes
Light Probes
Light Probes
• No dynamic lights • No self-illumination of dynamic objects
Light Probes
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
Light Propagation Volumes • Dynamic lights • No indirect shadows
Light Propagation Volumes
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 Voxel Cone Tracing
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