*rename* Real-time Lighting Solutions (Enlighten, Lightmass, LPVs etc)

I'm also curious about the memory footprint for storage of the precomputation/coefficients.

I asked our engine dept to evaluate the enlighten solution.I think i need to press them harder...
 
Looks very nice, I am glad they have been able to continue developing the product. Maybe it can add some legs to UE3 this generation? It will be curious how good it can be on consoles and how it performs in GPU and CPUs of various sorts.
 
Well, what is food for thought is that BF3 uses Enlighten from Geomerics. From the SIGGRAPH2010 presentation:

Current consolecycle -constrained by hardware
The main feedback we got from pre-release versions of Enlighten running on GPU was that GPU wasn’t a viable resource to use. It’s already over-utilised on the consoles, isn’t actually that powerful. In addition, the DX9-class hardware the consoles uses constrains our algorithmic options. Memory also very limited. So multi-core is clearly the best target for us.Another point to note is the huge range of abilities between the 3 targets –so scalability of our solution is vital (both up and down).
So I expect heavy, heavy CPU utilization not just from the destruction and physics, but the lighting... Would be interesting to see what differences result when you consider that the PS3 has the 6 SPEs versus three hyperthreaded Xenon Cores for number crunching.

edit: CPU for indirect lighting, GPU for direct lighting.
 
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Isn't Enlighten what Gears 3 is using? Is it some kind of precalculated GI technique, so not like Crysis 2's realtime GI? Sorry, I haven't being paying attention

But whatever they're using here looks fantastic - lighting is even better than C2, incredibly photorealistic for real time footage.
 
Enlighten is a [strike]baked[/strike]real-time radiosity solution from Geomerics. There's some more info about its relevance to current gen in the Siggraph link on the previous page. There should be a thread somewhere about Enlighten as well. UE3 is now using Epic's internally developed Lightmass solution, which is a baked solution as well.
 
Enlighten is a baked solution from Geomerics. There's some more info about its relevance to current gen in the Siggraph link on the previous page. There should be a thread somewhere about Enlighten as well. UE3 is now using Epic's internally developed Lightmass solution, which is a baked solution as well.

Yea, I downloaded those two, will read them when I'm less tired .

But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).

What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?
 
But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).

What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?
From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.
Here's a presentation on Enlighment from Dice.

Video from the presentation.
http://www.youtube.com/watch?v=O8730SR1POk

Some random Enlighten videos.
http://www.youtube.com/watch?v=eFHxluXS3KM
http://www.youtube.com/watch?v=nLZU-JC6Hqc&feature=related

I wonder if they will have dynamic day/night cycle in the game.. ;)
 
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From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.
Here's a presentation on Enlighment from Dice.

Video from the presentation.
http://www.youtube.com/watch?v=O8730SR1POk

Some random Enlighten videos.
http://www.youtube.com/watch?v=eFHxluXS3KM
http://www.youtube.com/watch?v=nLZU-JC6Hqc&feature=related
I think Crytek also mentioned it in their presentation, but said they decided against it because it didn't work for dynamic scenes (or something along those lines).
 
From what I have understood it requires some pre-processing for the scene, but after that you can move lights around freely.
Here's a presentation on Enlighment from Dice.

Video from the presentation.
http://www.youtube.com/watch?v=O8730SR1POk

Some random Enlighten videos.
http://www.youtube.com/watch?v=eFHxluXS3KM
http://www.youtube.com/watch?v=nLZU-JC6Hqc&feature=related

I wonder if they will have dynamic day/night cycle in the game.. ;)

Thanks, will have a read/look.

I think Crytek also mentioned it in their presentation, but said they decided against it because it didn't work for dynamic scenes (or something along those lines).

If it didn't work for dynamic scenes then why is DICE using it when BF3 has so much destructability?
 
But any reason the Geomerics website says it's real time?

I'm going to have to kick myself for over-generalizing the "precomputation as bake". :p There's quite a bit more to it, and the presentations are already a summary of it, so re-summarizing here would be a bit of a folly for me. :p

Maybe we should get Graham back in here to explain in his words.
 
Yea, I downloaded those two, will read them when I'm less tired .

But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).

What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?

From the leak, C2's GI only works for the sunlight, not regular point lights/spotlights, so it's much more limited.
 
Yea, I downloaded those two, will read them when I'm less tired .

But any reason the Geomerics website says it's real time? Is it just real time on the workstations used to create the environments (ie so you don't have to send them off for hours of offline rendering).

What's the disadvantages versus Crysis 2s realtime GI system? BF3 will have more destructability than C2 so the disadvantages of a baked GI would be more noticeable there, correct?

Geomerics still uses precomputed "light maps", however instead of baking in the actual diffuse lighting emitted from a surface (which is what you normally store in a light map) they store visibility data (I believe they use wavelets for this) that is used to accelerate their radiosity calculations performed at runtime. So the light sources themselves can be dynamic, but the geometry is still assumed to be static. Obviously the frostbite guys have found ways to work around that limitation enough to make their destructible geometry work.

Crytek's solution is completely realtime and doesn't require a precomputation step, which obviously brings with it some limitations.
 
Geomerics still uses precomputed "light maps", however instead of baking in the actual diffuse lighting emitted from a surface (which is what you normally store in a light map) they store visibility data (I believe they use wavelets for this) that is used to accelerate their radiosity calculations performed at runtime. So the light sources themselves can be dynamic, but the geometry is still assumed to be static. Obviously the frostbite guys have found ways to work around that limitation enough to make their destructible geometry work.

Crytek's solution is completely realtime and doesn't require a precomputation step, which obviously brings with it some limitations.

Ah, ok

So basically it has better trade offs than Crytek's system which is to taxing on the consoles and has significant drawbacks to IQ and pop in etc.
 
Ah, ok

So basically it has better trade offs than Crytek's system which is to taxing on the consoles and has significant drawbacks to IQ and pop in etc.
I don't know why Crysis 2 has so much pop up but it certainly isn't due to the GI:

GI_LPV.jpg


http://www.crytek.com/cryengine/presentations
 
I'm quite sure that he meant popin in actual GI, which is visible on Cryteks own videos, due to moving sources of secondary light. (1:07 and 3:50 onward.)
http://www.youtube.com/watch?v=OdtWRVHt00k

No actually he's right, I meant just pop in in general, I thought it might be due to the GPU/shading cost of their GI system meaning less resources to render objects, unless it's running on the CPU?

I had a read of their GDC presentation and watched the videos, very smart - makes Crytechs GI solution seem overengineered when you can get the same (or possibly better, since C2s GI only works on sunlight) lighting quality while using what must be far less resources.

And I was mistaken, Lightmass isn't really Epics version of the tech - it seems to be a sort of improved baked GI tech, not realtime and dynamic like Enlighten or C2s tech.
 
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Geomerics Enlighten is looking fabulous in Battlefield 3. good work Graham and friends!

(also isn't it great that we have such cutting edge technoartists present on this board, like Graham at Geomerics and T.B. progressing MLAA. In a small sense, B3D is at the fore-front of developments :D )
 
I had a read of their GDC presentation and watched the videos, very smart - makes Crytechs GI solution seem overengineered when you can get the same (or possibly better, since C2s GI only works on sunlight) lighting quality while using what must be far less resources.

Well the big thing for Crytek is that they always want completely dynamic/realtime solutions with no lengthy preprocessing steps. Part of that is to accommodate their game design (completely knocking over buildings, etc.), and part of that is to enable rapid iteration for their designers and artists (and licensees, I suppose). The Geomerics solution produces much higher quality results (IMO), but still has precomputation as well as a few of the other drawbacks that come with lightmapping (memory usage, compression, UV's, etc.). Plus it runs on the CPU, which complicates things and probably makes it more difficult to integrate into existing tech. So really, like anything else, it's just a different set of trade-offs.

And I was mistaken, Lightmass isn't really Epics version of the tech - it seems to be a sort of improved baked GI tech, not realtime and dynamic like Enlighten or C2s tech.

Indeed, Lightmass is just their in-house GI lightmap baker (I believe it uses photon mapping).
 
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