You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Light Probe Interpolation Using Tetrahedral Tessellations
Speaker(s): Robert Cupisz
Company Name(s): Unity Technologies
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview:

Volumetric lighting information is commonly stored as regular or irregular clouds of point samples,called light probes. This presentation describes a new method for light probe interpolation based on a tetrahedralization of space. Light probes may be placed anywhere, with varying density to capture important high-frequency changes in lighting. Our method calculates a Delaunay tetrahedralization of the point set, which is then extrapolated outside the bounds of the point set by creating 'open cells' along the boundary. Interpolation is performed using tetrahedral barycentric coordinates, which combines smooth interpolation with good user control and low memory footprint. Objects may cache their current tetrahedron and update it using a temporally coherent walk of tetrahedron connectivity. The algorithm is fast, performing 2000 queries in <1ms on iPad2. The presentation will include formulas and code example taken from Unity3.5, but the techniques are general purpose and readily applicable to any game engine on any platform.

GDC 2012

Robert Cupisz

Unity Technologies

free content

Programming

Programming