Realtime Dynamic GI + Reflections + AO + Emissive - AHR

will your system also work for big outdoor environments (with a lot of foliage) or is it only suited for small indoor rooms?

Haha one again. It should work for big scenes, but depends on the settings. I have already talked about it :wink:

I want more screenshots! :smiley:
No seriously, I am really excited to see some progress, I hope everything is going well!

Greetz,
Dakraid

Soooo…my first test is done! Used an old wip scene of mine. Please be aware that I used the snipping tool to make screens, so there are artifacts! Highrez screenshot mode gave me even more weird artifacts^^ The scene is lit only by one directional light and there is still quality issues and voxel leaking, but thats what it looks so far with a bit of tweaking. :wink:


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Cheers! :slight_smile:

A couple of more (ps, yeah…I just quickly modeled something based on Koolas scene, seemed like a cool testcase for me^^) Enjoy:

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Hope you guys like it :slight_smile:

Cheers!

That’s some pretty fantastic lighting coming from just a single directional light. Are you getting a good framerate?

Hehe…actually, not really. But thats to be expected. I have a GTX580 3GB, and the apartement scene runs with 95ms on my gpu. So thats quite bad. But I had to push some settings to get rid of artifacts. So yeah, thats not really representative. The Pavilion Scene runs better, around 40-50ms. But yeah…its wip though :smiley:

would have loved to see the before for comparison sake

What do you mean by that? The original scene lit with lightmass or just the out of the box default settings of AHR?

Hey , do you think you are able to add plane/area lights (in the far [SIZE=2]future) [/SIZE]or is that on Epic’s end?
If you don’t know what I mean, I have an example from the CryEngine here: click (It’s from the CE documentation, but it’s the next best thing I could think of as example, mostly because I came from CE to UE4 ^^)

Greetz,
Dakraid

Personally i’d love to see same position screenshots with:

  1. No AHR (no built lighting, just black shadows)
  2. AHR default
  3. AHR tweaked

with their respective frame rates on top.
But i get that’s unneeded work at step being a wip.
Quality doesn’t seem too good, i expected a lot less leakage. Is test version’s voxelization already optimized for static?

Fake Koola’s sample scene also doesn’t seem to propagate emissive lighting using an inverse square falloff rule, but i may be wrong about that.
In any case that’s a pretty impressive tech if you think about the constraints in which it was developed (one and a half man / native engine integration / spare time dev / no resources), so I still have my hopes up.
I would be pretty intrigued to see same scene comparisons with AHR and experimental DFGI in 4.7!

Actually, it basically works out of the box :wink: Just make a plane and use emissive and you have a box light :wink: All the stuff is not really physically based yet, so we have issues with how far light travels, no multiple bounces, no inverse square falloff, not all material parameters taken into account as far as I know^^

But as said, is working on getting the basic building blocks to work, and when thats done, I guess he will touch these things as well :wink:

Cheers!

Ok, now I actually have to facepalm myself because I didn’t think of that ^^ But thanks for clearing that up Daedalus51!

Greetz,
Dakraid

Can someone explain how it works precisely?From what i read i realized that it simply voxellize the scene end then ray trace.

Epic is researching a way to get dynamic GI : Trello

Their realtime GI solution is pretty different from the one being explored here, different solutions always have their own pros and cons, so having multiple options is always a good thing. Epic has posted some screen shots of their Distance Field GI. Global Illumination alternatives - Feedback & Requests - Epic Developer Community Forums

You can actually enable Distance Field GI in 4.7 preview and test it out. It’s pretty noisy from my tests, but it might be viable in the future.

Hey there, one thing with 4.6 version: There’s a problem with Subsurface scattering and Unreal Engine built-in GI solver is that when using a Subsurface scattering profile, the engine crashes, if it is any other kind of Subsurface scattering method, everything works fine. Any to know if you’ll solve ? :smiley:

Lightmass you mean? Haha no idea, never touched it. Sorry, but no, I’m working on AHR, and to be honest, I really wouldn’t have any idea how to start

Oh, btw,
I’m back :cool:

nope, I meant LPV xD