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    Originally posted by Blue man View Post
    I did some testing with LPV,DFGI and Lightmass.What do you think?
    LPV: http://i.imgur.com/FLh7JTN.png?1
    DFGI: http://i.imgur.com/jruZBgk.png?1
    Lightmass: http://i.imgur.com/AjlXjez.png?1
    DFGI is the best and correct result among the three. LPV seem to be simply broken and lightmass seems to have alittle issue with the wall to the left (green) .

    Thanks for the test mate.
    ArtStation

    General Development Blog

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      Originally posted by TAN_ View Post
      DFGI is the best and correct result among the three. LPV seem to be simply broken and lightmass seems to have alittle issue with the wall to the left (green) .

      Thanks for the test mate.
      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

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        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.

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          Originally posted by max.pareschi View Post
          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
          Sorry, confused the samples and names, thank for correcting
          ArtStation

          General Development Blog

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            Originally posted by Blue man View Post
            Can this somehow be implemented into Unreal engine 4
            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.

            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.

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              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 Daniel)

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                I created a thread summarizing all the information about DFGI in 4.8 here
                https://forums.unrealengine.com/show...ield-GI-in-4-8

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                  I found something very interesting(to me ),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.
                  Assets: Military Ammunition (Released)
                  Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                  Projects: Giants Of Destruction

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                    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.

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                      Originally posted by diegor View Post
                      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.
                      Last edited by Blue man; 05-10-2015, 05:26 AM.
                      Assets: Military Ammunition (Released)
                      Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                      Projects: Giants Of Destruction

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                        This is an old paper from 2010, Real Time Point Based Global Illumination: http://cgg.mff.cuni.cz/~jaroslav/gic...ell-slides.pdf
                        Last edited by SonKim; 08-06-2015, 02:42 AM.
                        TOUR of DUTY

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

                          You can download the PDF here: http://advances.realtimerendering.com/s2015/index.html
                          TOUR of DUTY

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                            Multibounce VXGI seems ready to rock: https://forums.unrealengine.com/show...%29-VXGI-tests

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                              This might be the best GI solution ever. 2ms, really?
                              Brent Liu
                              ::TeaCrab::
                              https://www.artstation.com/artist/remotecrab131

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                                Here's a in depth paper on "Multi-Scale Global Illumination in Quantum Break"

                                https://mediatech.aalto.fi/~ari/Publ...medy_Notes.pdf

                                dynamic GI is really important, I hope Epic continues looking into it after 4.10/4.11
                                Last edited by SonKim; 10-24-2015, 01:26 PM.
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