Large-Scale Global Illumination at Activision

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SIGGRAPH Advances in Real-Time Rendering

SIGGRAPH Advances in Real-Time Rendering

Күн бұрын

Пікірлер: 9
@ApocDevTeam
@ApocDevTeam 2 жыл бұрын
I still remember baking lighting in a command prompt for custom maps in Call of Duty 1. Good old Radiant days.
@jsmdnq
@jsmdnq 2 жыл бұрын
It's quite amazing how far things have come.
@djmips
@djmips Жыл бұрын
Good talk - the change of basis to apply simple constraints in the spatial domain is simple but the details are clever and a bit mind blowing. And finally, the compression of 44:1 with little loss of detail was amazing. That's one where I'll need to read the papers. Could that technique also apply to image compression ? I wonder how it would perform.
@Kairosdex
@Kairosdex 3 жыл бұрын
Awesome learned so much!
@syntaxed2
@syntaxed2 Жыл бұрын
1.5gb is a memory problem? I would gladly pay 8gb memory requirement for those tasty tasty shadows and indirect lighting.
@vasyapupken
@vasyapupken 3 жыл бұрын
why shoot many visibility rays from sample point in all directions instead of just one towards camera ?
@cory99998
@cory99998 3 жыл бұрын
bounce light?
@LouSaydus
@LouSaydus 2 жыл бұрын
indirect lighting can only be computed if light bounces are taken into account.
@clonkex
@clonkex Жыл бұрын
Light leaking. If you don't calculate visibility in many directions you get light leaking through thin walls and so on.
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