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Completely Dynamic GI With Specular Reflections - YouTube

https://www.youtube.com/watch?v=yp2ZLPNIlZM
Here is the first demonstration of Brilliant Games brand new implementation for real time Global Illumination. To find out more about this awesome solution,

Completely Dynamic Global Illumination With HD Glossy/Specular

https://forum.unity.com/threads/completely-dynamic-global-illumination-with-hd-glossy-specular-reflections-no-baking.312277/
Completely Dynamic Diffuse & Specular Reflections: Get high definition diffuse and specular reflections up to 4098x4098! Unlike Unity 5 GI, our GI has completely dynamic specular reflections. Get high resolution reflections on any surface as a direct result of the GI at almost no cost to performance. Screenshots showcasing diffuse and specular

Real Time Voxel Global Illumination Pt3 - Specular Reflections

https://www.youtube.com/watch?v=FgQuo0WVo6A
Video demonstrating my real time voxel based GI. This GI is completely dynamic and lightning fast. Featuring diffuse bounce, ambient occlusion, and highly

Completely Real Time Global Illumination Using Light Propagations

https://forum.unity.com/threads/completely-real-time-global-illumination-using-light-propagations.275808/
Features. This GI contains full diffuse and specular reflections all completely in real time. This means, any light or geometry can move and be fully updated in both the diffuse and specular (Unity 5 GI only allows lights to change and move around in real time, not geometry, there are also no real time specular reflections).

Signed Distance Fields Dynamic Diffuse Global Illumination

https://ar5iv.labs.arxiv.org/html/2007.14394
Of course, there also exist some methods that can manage completely dynamic GI, for example: Voxel-Based GI ... , as well as screen space specular reflections (SSR). Comparitively speaking, necessary information for specular reflections normally resides inside screen space, while diffuse GI often lacks most needed lighting information, thus not

DYNAMIC DIFFUSE GLOBAL ILLUMINATION - Nvidia

https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf
Glossy Reflection: (e.g., specular, microfacet, GGX, etc.) - reflects off the surface - only visible near mirror angle Diffuse Reflection: (e.g., matte, Lambertian, etc.) - scatters just below the surface - visible from all directions Light Glossy Reflection Diffuse Reflection Today: Dynamic Diffuse Global Illumination with correct Visibility

Scalable Real-time Global Illumination for Large Scenes

https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2019/presentations/Yudintsev_Anton_Scalable_Realtime_Global.pdf
Environment Specular/Reflections: GI scene can be darker than nearest environment probe. Without adjustment, this will lead to incorrect reflections/specular. The simple fix is proposed in "Volumetric Global Illumination at Treyarch" float maxSpecular = diffuseGILum * maximumSpecValue; float3 reflection = cubeMapSample *

What is Global Illumination - Reallusion

https://manual.reallusion.com/character-creator-4/content/enu/4.0/27_GI/GI_Basic_Intro_and_Benefits.htm
GI is completely dynamic in real-time: ... The Specular parameters are what gives us blurry and mirror like reflections from true 3d objects (to certain extent). This is based on voxel information being reflected from one object to the other so the quality of the reflection is only as good as the voxel density resolution.

Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields

https://www.jcgt.org/published/0008/02/01/paper-lowres.pdf
Combined with state of the art glossy ray tracing and deferred direct shading, our method (left) generates full global illumination in dynamic scenes that are visually compara-ble to offline path-traced results (right) but several orders of magnitude faster: 6 ms/frame, versus 1 min/frame in this scene (on GeForce RTX 2080 Ti at 1920×1080).

Efficient real-time dynamic diffuse global illumination using signed

https://link.springer.com/article/10.1007/s00371-021-02197-0
Until now, the best choice in terms of performance has been screen space GI, such as screen space diffuse GI [15, 19] or screen space specular reflections (SSR). Comparatively, necessary information for specular reflections normally resides inside of the screen space, whereas diffuse GI often lacks most of the needed lighting information and is

Completely Real Time Global Illumination Using Light Propagations

https://forum.unity.com/threads/completely-real-time-global-illumination-using-light-propagations.275808/page-5
Nearly done guys. Completely dynamic GI with specular & diffuse reflections, plus pre computed indirect shadows and high resolution skylight occlusion/shadows all which can dynamically move with their parent once calculated. I will give you more information on how this system works soon.

VGA group - Tampereen korkeakouluyhteisö

https://webpages.tuni.fi/vga/publications/DDISH-GI_Dynamic_Distributed_Spherical_Harmonics_Global_Illumination.html
Furthermore, we propose a specular approximation for GGX materials via zonal harmonics (ZH). This alleviates the need to implement more computationally complex algorithms, such as screen space reflections, which was suggested in the state-of-the-art dynamic diffuse global illumination (DDGI) method.

[2108.05263] Dynamic Diffuse Global Illumination Resampling - arXiv.org

https://arxiv.org/abs/2108.05263
Interactive global illumination remains a challenge in radiometrically- and geometrically-complex scenes. Specialized sampling strategies are effective for specular and near-specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events

The state-of-art of Dynamic Global Illumination in video-games - Enjmin

https://enjmin.cnam.fr/medias/fichier/2021-the-state-of-art-of-dynamic-global-illumination-in-video-games_1647857353552-pdf?ID_FICHE=1004870&INLINE=FALSE
Benoit TOTH . 2021. The state-of-art of Dynamic Global Illumination in video-games. In Angoumême. ACM, New York, NY, USA, 5 pages. 1 INTRODUCTION Global illumination (GI) always has been a key part of rendering to achieve realistic scene and it is no surprise that video-games are always trying to improve it. GI is the combination of direct

A practical real time radiosity for dynamic scene - GameDev.net

https://gamedev.net/forums/topic/667456-a-practical-real-time-radiosity-for-dynamic-scene/5222361/
The base algorithm is meant for diffuse GI only. But it can be used for very rough specular reflections as well (i.e. you can't use it for something like a perfect mirror). Why do I think it's the best choice for a "completely dynamic everything" setup right now? It has some key advantages over other algorithms: - It's pretty generic.

RTX Global Illumination Part I | NVIDIA Technical Blog

https://developer.nvidia.com/blog/rtx-global-illumination-part-i/
E. RTX Global Illumination (RTX GI) creates changing, realistic rendering for games by computing diffuse lighting with ray tracing. It allows developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking. Hardware-accelerated programmable ray tracing is now

New approach to dynamic GI - Epic Developer Community Forums

https://forums.unrealengine.com/t/new-approach-to-dynamic-gi/86252
And the dynamic RT GI used in the UE4 is really far to give the result of all that engine…Epic is for sure developping it to be better. ... (specular and diffuse) at any point in space from any direction with high quality, fairly cheaply. In particular it allows for very good geometrically correct specular reflections, accurate like screen

Graphics - HXGI Realtime Dynamic GI - Unity Forum

https://forum.unity.com/threads/hxgi-realtime-dynamic-gi.472486/
Bottom is just GI + specular approximation, Top is with the reflections on. Still some bugs to fix and I'm not completely happy with how it blends with the material properties but its a good start. Definitely going to have to do some form of blurring for the voxel traced reflections to be acceptable in a scene with flat shiny surfaces.

DDISH-GI: Dynamic Distributed Spherical Harmonics Global Illumination

https://www.researchgate.net/publication/355180002_DDISH-GI_Dynamic_Distributed_Spherical_Harmonics_Global_Illumination
Dynamic Diffuse Global Illumination (DDGI) is a method that updates light. probes in real time using ray tracing, achieving impressive performance. How ever, in contrast to the proposed method

DDISH-GI: Dynamic Distributed Spherical Harmonics Global Illumination

https://researchportal.tuni.fi/en/publications/ddish-gi-dynamic-distributed-spherical-harmonics-global-illuminat
Furthermore, we propose a specular approximation for GGX materials via zonal harmonics (ZH). This alleviates the need to implement more computationally complex algorithms, such as screen space reflections, which was suggested in the state-of-the-art dynamic diffuse global illumination (DDGI) method.

Completely Dynamic Global Illumination With HD Glossy/Specular

https://forum.unity.com/threads/completely-dynamic-global-illumination-with-hd-glossy-specular-reflections-no-baking.312277/page-2
Completely Dynamic Global Illumination With HD Glossy/Specular Reflections (No Baking!) Discussion in 'Assets and Asset Store' started by brilliantgames, Mar 19, ... I think we just have to wait and hope that people like sonicether come up with their real-time GI implementations in the (hopefully) near future. Last edited: Sep 6, 2015.

After the release of Maxwell in September last year, a number ... - Nvidia

https://developer.download.nvidia.com/assets/events/GDC15/GEFORCE/VXGI_Dynamic_Global_Illumination_GDC15.pdf
There are paths with more than two reflections, and computing them makes two or N bounce indirect illumination. The exact solution gets exponentially more expensive as the number of steps increase. So we have to use coarse approximations to make GI computation times practical, and even more coarse approximations to make it happen in real time.

Graphics - HXGI Realtime Dynamic GI | Page 3 - Unity Forum

https://forum.unity.com/threads/hxgi-realtime-dynamic-gi.472486/page-3
Lexie. @Lexie Ultimate Epic Battle Simulator is actually using one of my dynamic GI solutions. The game contains both real time diffuse and specular reflections, all built from a single 2d render texture using depth. The specular reflections are raytraced using the one render texture and they are very efficient.