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.

Komentáře • 9

  • @ApocDevTeam
    @ApocDevTeam Před 2 lety +8

    I still remember baking lighting in a command prompt for custom maps in Call of Duty 1. Good old Radiant days.

  • @jsmdnq
    @jsmdnq Před 2 lety

    It's quite amazing how far things have come.

  • @Kairosdex
    @Kairosdex Před 2 lety +3

    Awesome learned so much!

  • @djmips
    @djmips Před rokem

    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.

  • @syntaxed2
    @syntaxed2 Před rokem +1

    1.5gb is a memory problem? I would gladly pay 8gb memory requirement for those tasty tasty shadows and indirect lighting.

  • @vasyapupken
    @vasyapupken Před 2 lety +2

    why shoot many visibility rays from sample point in all directions instead of just one towards camera ?

    • @cory99998
      @cory99998 Před 2 lety +4

      bounce light?

    • @LouSaydus
      @LouSaydus Před 2 lety +1

      indirect lighting can only be computed if light bounces are taken into account.

    • @clonkex
      @clonkex Před rokem

      Light leaking. If you don't calculate visibility in many directions you get light leaking through thin walls and so on.