Best use of global illumination in a game?

What does SSR stand for?
Screen-space reflections.

There's definitely light bounce. But as good as that scene looks, minus some SSR artifacts, GI on a fully static scene has done for a long time. Realtime GI is only interesting for lights that move.
And for geometry that moves.

(And I'm really late, but that Driveclub video the guy got so excited about appears to just be SSR. Racing games have a pretty predictable camera so they are likely to work extremely well for that genre.)
"Predictable" is a vague way of putting it. If a camera is above and parallel to a large flat surface, there's a good chance that much of what the surface needs to reflect is cleanly visible on-screen.
 
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Yes, true. A lot of the baking solutions can handle indirect lighting on things moving throughout the scene, but it will never be quite correct.
Yep. At the time of baking, photons were frolicking about the scene a certain way, describable in a lightmap. Getting dynamic objects to react to the lightmap is "easy." Getting the lightmap to react to dynamic objects is more problematic.
 
Yep. At the time of baking, photons were frolicking about the scene a certain way, describable in a lightmap. Getting dynamic objects to react to the lightmap is "easy." Getting the lightmap to react to dynamic objects is more problematic.
By lightmaps do you mean LPVs or Light Propagation Volumes, if my definition stands correct? Or are those terms a completely different thing?
 
By lightmaps do you mean LPVs or Light Propagation Volumes, if my definition stands correct? Or are those terms a completely different thing?

Lightmaps are different (i.e. baked/static light sources applied to the world)

LPVs/Light Propagation Volumes (dynamic, generally used for single source e.g. sun):

Crytek's first implementation http://www.crytek.com/download/Light_Propagation_Volumes.pdf

Another iteration with cascades: http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf (kind of the same idea as cascade shadowmaps - nested grids with higher density of samples closer to camera, less with farther away).

UE4's "current" implementation
https://docs.unrealengine.com/lates...AndShadows/LightPropagationVolumes/index.html

UE4 Footnote said:
Secondary occlusion through geometry voxelization which has some performance cost but quite better quality (not currently implemented).

Fable Legends apparently does the secondary occlusion, IIRC. Kind of hoping they'll talk about it more.
 
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Lightmaps are different (i.e. baked/static light sources applied to the world)

LPVs/Light Propagation Volumes (dynamic, generally used for single source e.g. sun):

Crytek's first implementation http://www.crytek.com/download/Light_Propagation_Volumes.pdf

Another iteration with cascades: http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf (kind of the same idea as cascade shadowmaps - nested grids with higher density of samples closer to camera, less with farther away).

UE4's "current" implementation
https://docs.unrealengine.com/lates...AndShadows/LightPropagationVolumes/index.html



Fable Legends apparently does the secondary occlusion, IIRC. Kind of hoping they'll talk about it more.
Many thanks, I feel so very lucky to be in this forum -it makes me feel proud of myself for being here-, surrounded by superb knowledgeable people from whom I want to learn things I can't quite understand yet, although one of my goals in life is learning about some more complex stuff related to computer science and technology via uni or worthy courses.. Thanks again, AInets!! -still reading the PDFs and the linked webpage-
 
Many thanks, I feel so very lucky to be in this forum -it makes me feel proud of myself for being here-, surrounded by superb knowledgeable people from whom I want to learn things I can't quite understand yet, although one of my goals in life is learning about some more complex stuff related to computer science and technology via uni or worthy courses.. Thanks again, AInets!! -still reading the PDFs and the linked webpage-

:)

The Crytek document should be relatively easy to follow, although no worries if skipping the math. :p It does give a fairly comprehensible description of the method at least.

The UE4 page just kind of goes over features at a fairly high-level, but maybe the footnotes are useful.
 
Global Illumination in the GDC 2015 (some examples)

Enlighten 3 - Subway (Unreal Engine 4 demo)


Lower quality:


Higher quality: http://www.geomerics.com/wp-content/...ten_Subway.mp4

HQ Mirror: https://mega.co.nz/#!XsxT3RIY!Ag0HUq...S7uz7DKx5ztnO0

http://www.geomerics.com/blogs/subway/

MediocreYellowBumblebee.gif


DesertedSandyElectriceel.gif


Forge - Lighting editor


http://www.geomerics.com/news/enligh...ds-of-artists/
 
Tomorrow Children's GDC 2015 presentation. The presentation covers their approach to realtime GI. No video of the presentation is available that I'm aware of yet.

We looked into Light Propagation Volumes, and some Virtual Point Light methods, But after some research the route that seemed most promising to us was Voxel Cone Tracing.

This very interesting talk that was given at Siggraph 2011 by Cyril Crassin. His work was on a technique he called Voxel Cone Tracing, which was capable of producing Global Illumination effects in real time on a high end GPU. This worked by voxelizing the scene into what he called a Sparse Voxel Octree, injecting lighting information into this structure, and then tracing cones through that from the location of a pixel in world space in order to gather the indirect illumination affecting it.
 
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