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Introduction to Global
Illumination
Aryo
Knight
Agate Studio
Introduction to Global
Illumination
Agustinus Arya Adhinugraha
Direct Lighting Only
800x600 : 1.42045ms – 704fps
-Draw scene depth from light point of view (for shadow purpose).
-Draw deferred into GBuffer(albedo, normal, depth).
-Draw direct shading & shadow.
Reflective Shadow Map (RSM)
128x128
Color (left), Screen Position (center), Light Direction (right)
- Draw scene from light point of view, and output color, screen
position, and light direction.
Virtual Point Lights (VPL) Position
800x600 36 VPL: 21.2766ms – 47fps
- Select VPL from RSM (CPU)
Indirect Lighting Only
- Draw scene and treat each of VPL as common light.
Final (Direct + Indirect Lighting)
800x600
36 Draw VPL : 21.2766ms – 47fps
1 Draw 36 VPL : 15.3846ms – 65fps
- Optimized VPL to array of VPL and iterate in fragment shader.
Light Propagation Volume (LPV)
800x600 8x8x8 LPV : >1000ms - <1fps
-CryEngine3 method
-Using spherical harmonics coefficients
- Currently CPU Only (time constraint)
Radiance Map
800x600 8x8 RM : 2.087ms – 481fps
-Based on LPV, but using 2D texture instead of 3D one.
-Need further research
Reference Image
800x600 Blender cycles : 18910ms
References
• http://www.vis.uni-
stuttgart.de/~dachsbcn/download/gi/screen_s
pace.pdf
• http://www.vis.uni-
stuttgart.de/~dachsbcn/download/gi/vpl.pdf
• http://www.crytek.com/download/20100301
_lpv.pdf
• http://www.research.scea.com/gdc2003/sphe
rical-harmonic-lighting.pdf

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