Took more than a month of reading and still this video does the better job of explaining GI techniques! Really appreciate all the effort that goes into making these videos.
Thanks for the good explanation. Even if all the occlusion techniques are being considered part of the Global illumination domain they are not, strictly speaking. AO is used for shadowing, to let the shadow casting among the environment/scene objects behave much "smoothly" / to let objects near each other block lightning with a certain amount of accuracy. For Global illumination instead we do refer to low radiance and high radiance techniques which do affect how light bounces among objects and then interacts back.
As someone who recently implemented DDGI, this would have been extremely useful a year ago ahaha Thank you very much for making these freely available, and for your enthusiasm!
I try to implement virtual lights in Touchdesigner, from the screenSpace normal pass. Not sure if is good practice what i am doing… (for loop of 100 positions, dot(pos,normals) and for each iteration random color based on a color analysis of scene and materials, than avereage the result)… but i now have color bleeding and the whole scene looks really less CG!! Thanks for what u teach me. I will share the knowledge amoung my small comunity!! ❤
I really love your videos. If it's not too much work, could you give me a pointer on how light maps would be generated? Would you just raytrace the scene from each texel?
I felt bad for myself for not being able to find this channel in the first place
Took more than a month of reading and still this video does the better job of explaining GI techniques! Really appreciate all the effort that goes into making these videos.
whoah this is the best overview of the subject, i had a headache exploring all these methods without getting a good overview
this is a treasure trove, thanks cem
Love your lectures. You are doing a great job.
Also check out Surfels based GI computation and STBN. The later is denoising technique, it's pretty new and seems to work really well.
Thanks for the good explanation. Even if all the occlusion techniques are being considered part of the Global illumination domain they are not, strictly speaking. AO is used for shadowing, to let the shadow casting among the environment/scene objects behave much "smoothly" / to let objects near each other block lightning with a certain amount of accuracy. For Global illumination instead we do refer to low radiance and high radiance techniques which do affect how light bounces among objects and then interacts back.
As someone who recently implemented DDGI, this would have been extremely useful a year ago ahaha
Thank you very much for making these freely available, and for your enthusiasm!
I try to implement virtual lights in Touchdesigner, from the screenSpace normal pass. Not sure if is good practice what i am doing… (for loop of 100 positions, dot(pos,normals) and for each iteration random color based on a color analysis of scene and materials, than avereage the result)… but i now have color bleeding and the whole scene looks really less CG!! Thanks for what u teach me. I will share the knowledge amoung my small comunity!! ❤
Love your videos! Thank you so much, Cem!
This is totally better than reading about GI, very useful, well explained. Thank you for creating this contents.
Really good lecture, keep it up!
i found all your videos are very helpful. thanks a lot
Dersler için çok teşekkürler.
Oh woow, I started learning about GI like two days ago... what a timing, thanks!
I'm currently doing lightmap in unity right now and found this.
thank you and have a good one
Really enjoyed this lecture.... Thanks Cem !!! (BTW - hope you will continue to make more in future). Thumbs-up and sub'd.
at 11:59. should direct illumination include reflection and refraction?
Thank you very much
Wow you are awesome !! Had a blast watching this.
I really love your videos. If it's not too much work, could you give me a pointer on how light maps would be generated? Would you just raytrace the scene from each texel?
4x 4090 nvidia is enough for REAL global illunimation or i need a render-farm of pixal o walt disney studio? :=)
amazing, well explained!, is there any possibility of the raytrace course you mentioned going to CZcams in the future?
why do you have to explain things with integrals, are you keeping things a secret?
Yess!!
at 200 spp (35:00) looks like film grain effect