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#globalillumination#thedivision#probes

Global Illumination in Tom Clancy's The Division

GDC Festival of Gaming

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  • Recommended by 3 people: 3 in engineering communities.
  • Presented by Nikolay Stefanov, Ubisoft Massive
  • May be out of date. Uploaded 8 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

29K views8 years ago3 recommendations

Graphics and audioGame developmentRenderingBuilding a game engine

Nikolay Stefanov describes the dynamic, probe-based global illumination system developed for Tom Clancy's The Division.

In this 2016 GDC talk, Ubisoft's Nikolay Stefanov describes the dynamic global illumination system that Ubisoft Massive created for "Tom Clancy's The Division. Register for GDC: ubm.io/2gk5KTU Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.In this 2016 GDC talk, Ubisoft's Nikolay Stefanov describes the dynamic global illumination system that Ubisoft Massive created for "Tom Clancy's The Division."

Why it's here

3 people recommend this

What people say. Recommended by graphics programmers as an excellent reference for runtime global illumination and probe-based lighting techniques.

u/Baemzzin r/GraphicsProgramming • Recommends

On “What's an acceptable way of doing an IBL environment maps generation during runtime?”

…e easily discarded. Although, many approaches have a more analytical way of approaching the IBL probes. Instead of providing the static, pre-computed irradiance, you’d provide parts that allow you to relight dynamically in runtime as well. Think of it as statically baked with a dynamic component. PRT Probes are a perfect example of this approach. link to this video Other approaches moves away from the cubemap idea and instead precomputes the information on the surface itself, like Light-maps and Surfel Irradiance. On that note, realtime indirect illumination is a huge topic with many different solutions and we could probably spend the next couple of weeks talking about them here.…

u/shadowndacornerin r/GraphicsProgramming • Recommends

On “Global illumination question”

I really like this approach for static geometry with dynamic lights. Voxel based approaches are good as well, and _much_ easier to run on modern hardware than the hardware they were originally targeting.

u/HaskellHystericMonadin r/GraphicsProgramming • Recommends

On “Is it possible to do real-time global illumination without raytracing?”

Quite a few, they're mostly probe based such as [video and https://advances.realtimerendering.com/s2021/jpatry\_advances2021/index.html#/1

u/shadowndacornerin r/GraphicsProgramming • Recommends

On “Global Ilumination in very specific conditions. Looking for ideas.”

If your scenes are pretty much static after they are generated, you could anyways do something inspired by this, where you generate the cube maps asynchronously as the player navigates between cells rather than doing so at build time.