Deferred Radiance Transfer Volumes
FryCry3
Global illumination
- low frequency advance transfer
- sun & sky bounce
- sky effect
Realtime Relighting
-GI update with - sun / color
- time of day
- artist
- update with sun direction
- support automation world is large
- vegetation bounding box to avoid noise
- 3d grid for spatial indexing
- cell preferences closest probe
Probe baking
precomputed radiance ransfer
- 4x4 matrix of SH coefficients
SKY visibility
- Low freq. spherical sky mask
- single scalar for each basis direction
- Kristensen ET AL.,Siggraph 2005
- assume at same pos as probes
- store prt for a white light at each prob position
Real time relighting
- artist gradients
- projected to 2nd order SH
Real time Relighting (PC)
- compute light contribution each probe
- result in color/intensities array
- code runs on CPU/SPU
- operations map well on GPU
- find irradiance for each basis
- find sky color for each basis
- multiply be sky visibility
- more basis added for more accuracy
Volume texture
- good for large object
- RGBA 96x96x16
- expensive
Temporal amortization
- update slice for which no data is available
- wrapping avoid shifting exist slices
Vol. texture wrapping
Ambient shading
- single G-buffr pass
- HDR lighting, post processing
deferred
- 4 RT in one pass
- bounce is not pronounced at night
- color variation from sky hemisphere
Transparencies / skin
- different light intensity indoor/ outdoor
- low vol. resolution cases probe
Distant ambient
- extra care for distant vegetation
- use top down occlusion texture
- one tile per world sector
- occlusion from probes
PPU kick command buffer
PC. volume textures are blurred to soften the irradiance, add more vegetation occlusion
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