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Ambient Diffuse Lighting in 'Ghost of Ytei'
Ghost of Yotei is larger and more detailed than its 2020 predecessor, Ghost of Tsushima. To achieve the increased scale, Sucker Punch Productions needed to significantly reduce the authoring burden on artists to get correct lighting results. To achieve the increased detail, we looked to leverage new ray tracing hardware present in the PS5. To solve both of these problems, we implemented new data structures for authoring and lighting ambient probes that were easier to author and integrated well with ray tracing.nnIn this talk, graphics programmer Eric Wohllaib will discuss Sucker Punch Production's algorithms for baking and placing ambient diffuse probes, tools artists used to prevent light leaks, and our solution for achieving ambient lighting that reacts to light changes at runtime and while editing. Additionally, he'll provide details on augmenting our ambient diffuse with ray tracing, including how we managed data structures required for ray tracing, our methods for getting material information from ray hits, and the algorithm for our screen space probe based ray traced global illumination.
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