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Scalable Real-Time Global Illumination for Large Scenes
This session describes the dynamic global illumination system that Gaijin Enterainment created for 'Enlisted'. Its implementation is based on a regular light probe field that is calculated in an accurate way from scene representation (voxel and/or triangles) and allows real-time multiple bounce lighting from semi-dynamic light sources and semi-dynamic scene. This method simplifies an artist's work, and allows them to create realistic lighting on huge scale locations.The talk will cover technical details of the system and how it can be implemented in any deferred rendering pipeline. A number of solutions to common problems are presented, such as how to handle probe bleeding in indoor areas and handle foliage. The session also discusses performance and memory optimization, and optional benefits from using modern ray tracing GPU capabilities.
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