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|Session Name:||LIGHTSPEED STUDIOS Developer Summit: HSGI: Cross-Platform Hierarchical Surfel Global Illumination (Presented by LIGHTSPEED STUDIOS)|
|Speaker(s):||Jiancong Huang, Jiaxuan Zhang|
|Company Name(s):||LIGHTSPEED STUDIOS, LIGHTSPEED STUDIOS|
|Track / Format:||Programming|
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|Overview:||The Global Illumination (GI) system implements the use of surfels as a radiance cache primitive to create and re-create a scene. These surfels are displayed as sparsely distributed voxels which are arranged in a hierarchical way within the graphics memory. This is achieved by voxelizing meshes from triangle rasterization as well as reconstructing surfels from scene depth, scene color and other data from GBuffer. Consequently, this system can be employed on scenes that are completely dynamic and include vertex displacement, procedural mesh and skinning mesh. Moreover, by tracing rays within each frame, the surfels can be updated and, in turn, the GI system can achieve faster convergence.In this session, we are introducing a novel GI system, which provides a more dynamically indirect lighting approach for full dynamic scenes across platforms.|