What does SSR stand for?
Screen Space Reflections
makes wet surfaces even wetter
What does SSR stand for?
Screen-space reflections.What does SSR stand for?
And for geometry that moves.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.
"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.(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.)
And for geometry that moves.
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.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.
By lightmaps do you mean LPVs or Light Propagation Volumes, if my definition stands correct? Or are those terms a completely different thing?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?
UE4 Footnote said:Secondary occlusion through geometry voxelization which has some performance cost but quite better quality (not currently implemented).
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-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-
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.
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.
Cones & Async Compute.182 pages??? Can someone shorthand it for me? I'll only look at the pictures anyway.