Large-Scale Global Illumination at Activision
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- čas přidán 21. 07. 2024
- In this talk, we’ll describe the key techniques behind the large-scale global illumination system in Activision. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (advances.realtimerendering.com/).
We present a new precomputed lighting compression technique that enables high-performance and seamless reconstruction directly from the compressed lighting data. In addition, we’ll discuss visibility-based sampling of precomputed volumetric lighting and describe a practical method for computing constrained spherical harmonics representations.
Bio:
Ari Silvennoinen is a Fellow Software Engineer at Activision, where he works on graphics technology research and development. Prior to Activision, he obtained a master’s degree from the University of Helsinki and worked on graphics technology at Umbra Software and Remedy Entertainment. His main interests are in global illumination, visibility algorithms and real-time rendering and he has contributions in graphics conferences and journals, including SIGGRAPH, I3D, CGF and EGSR.
I still remember baking lighting in a command prompt for custom maps in Call of Duty 1. Good old Radiant days.
It's quite amazing how far things have come.
Awesome learned so much!
Good talk - the change of basis to apply simple constraints in the spatial domain is simple but the details are clever and a bit mind blowing. And finally, the compression of 44:1 with little loss of detail was amazing. That's one where I'll need to read the papers. Could that technique also apply to image compression ? I wonder how it would perform.
1.5gb is a memory problem? I would gladly pay 8gb memory requirement for those tasty tasty shadows and indirect lighting.
why shoot many visibility rays from sample point in all directions instead of just one towards camera ?
bounce light?
indirect lighting can only be computed if light bounces are taken into account.
Light leaking. If you don't calculate visibility in many directions you get light leaking through thin walls and so on.