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

Session Name:

Advanced Graphics Summit: Two-Level Radiance Caching for Fast and Scalable Real-Time Dynamic Global Illumination in Games

Overview:

Real-time global illumination is key to enabling dynamic and believable game worlds. GPU-accelerated ray tracing makes this possible; however, framerate and resolution requirements limit the number of traceable rays per pixel, imposing practical limits on current hardware generations. Existing solutions, such as probe-based techniques, approximate the irradiance signal using fewer rays per frame but suffer from reduced details and slow response times to lighting changes. On the other hand, reservoir-based resampling techniques capture higher detail but typically suffer from poorer performance and increased noise.In this presentation, Guillaume Boisse, Senior Graphics Programmer at AMD, will walk through the practical implementation of a solution aimed at making the most of every sample by caching the estimated radiance into a cache hierarchy used for both sampling and filtering. He will show how this approach allows for highly performant, high-quality, dynamic, and leak-free global illumination without requiring any content pre-processing, thus enabling easy integration into existing real-time rendering pipelines.

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

  • Game Developers Conference 2023
  • Guillaume Boisse
  • AMD
  • free content
  • Advanced Graphics Summit
  • Visual Arts