Global Illumination alternatives

Lightmass is the most correct one, even if it could have been baked at a higher quality.
DFGI is plain wrong, it’s reflecting green for whatever reason instead of orange, and the orange doesn’t radiate on other surfaces.
I’m always surprised about how much LPV looks good on simple scenes, it’s unfortunate that it leaks so much for generic environments.

I still want to see a real representative demo of DFGI working on a video, but unfortunately everytime i think about compiling unreal from scratch my nose bleeds :wink:

Yep DFGI is completely busted in that comparison, I’ll setup a comparative scene here and see what’s up when I get a chance. Lightmass looks good. LPV has color bleeding but lots of leaking as usual.

Sorry, confused the samples and names, thank for correcting :smiley:

It looks like the guy who posted that video also published a paper on it. So if someone has the knowhow, it should be doable. :slight_smile:

Also there should be an engine development section to the forums now. I’d love to hear about the progress on other aspects of the engine.

Well cascaded voxel cone tracing is working on ps4 in the tomorrow children, it really only works for there game(stylized, large objects to avoid leaking) but there reflections are really cool,(accelerated using distance fields ;))

I created a thread summarizing all the information about DFGI in 4.8 here

I found something very interesting(to me :stuck_out_tongue: ),I don’t know if this is any help but I found this http://www.kevinbeason.com/smallpt/
It is open source, all the code is there,and it is written in C++.

I don’t know if this can be implemented. :slight_smile:

NO , that library is only for non realtime path tracing , trying to use it for games would be rediculous since is designed to be unbiased , not to be fast.

ok,I didn’t know.

This is an old paper from 2010, Real Time Point Based Global Illumination: http://cgg.mff.cuni.cz/~jaroslav/gicourse2010/giai2010-05-michael_bunnell-slides.pdf

“Multi-Scale Global Illumination in Quantum Break” it looks quite pretty!

You can download the PDF here: Advances in Real-Time Rendering- SIGGRAPH 2015

Multibounce VXGI seems ready to rock: Archinterior conversion (Evermotion) + VXGI tests - Architectural and Design Visualization - Epic Developer Community Forums

This might be the best GI solution ever. 2ms, really?

Here’s a in depth paper on “Multi-Scale Global Illumination in Quantum Break”

https://mediatech.aalto.fi/~ari/Publications/SIGGRAPH_2015_Remedy_Notes.pdf

dynamic GI is really important, I hope Epic continues looking into it after 4.10/4.11

+1 - there is no other way. Every new honorable title just have it. GTA 5, The Witcher 3, Fallout 4, The Division. Hardware also getting there. Games just become bigger, more like sandboxes and backing is not the way it should be done with lighting. I’m not saying about effects - volumetric stuff, weather system, physics. Look at the ARK - its so heavy on resources and looking so 2010-ish.

Each of those games have a solution that really only works for that game. Until hardware gets better that will allow most people to use VXGI/SVOGI/etc. then the best you can hope for is a low-quality solution that will work with only a limited number of game types.

I haven’t read someone mentions ‘Image-Based Photon Mapping’ (ISPM):
Hardware-Accelerated Global Illumination by Image Space Photon Mapping - YouTube more info here: http://graphics.cs.williams.edu/papers/PhotonHPG09/ (with source code)

As far as I understood:
-no need for voxelization, uses the actual polygonal mesh
-not view-dependent
-gives Global Illumination, Ambient Occlusion and Caustics with one solution

It is from 2010 but I think with todays hardware, dx12 and optimizations (doing the path tracing part on the gpu rather on the cpu as the paper proposes) this technique could be even more performant.

Quite interesting, would love to see this in UE4.

Hi, sorry to bring up an old thread.

I see that screenspace deep gbuffer method seems to work really well and fast, its only problem is being screen space. Would rendering a scene from one or two more views in a very low quality really impact performance that much? They wouldn’t be full quality passes, just very basic LOD meshes (only very close ones or far big ones being rendered) and low textures of solid colors, no tessalation/skinning/complex materials etc. and really lowres render target, GI is very low frequency effect.

NVidia’s current VXGI works amazingly well, but it’s really slow in interior scenes for current generation of GPUs (half of the framerate for 8 cones is really bad). Would the screen space method be really that much slower in comparison to VXGI when rendering additional views in a very crude detail and low resolution?

http://www.aduprat.com/portfolio/?page=articles/PBGI

Something i stumbled upong today. Technique has very high quality albeit in presented implementation is very slow (200ms). It works similiar to Geomerics, but it’s fully realtime (do not need to precompute geometry visibility).
Might be interesting to consider it.