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Radiance Caching for Real-Time Global Illumination

SIGGRAPH Advances in Real-Time Rendering

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  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Daniel Wright, Engineering Fellow at Epic Games

Advanced. Deep dive for people who know the field.

67K views5 years ago2 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDA

Daniel Wright explains the radiance caching and final gather techniques used for real-time global illumination in Unreal Engine 5.

This talk will present an efficient and high-quality Final Gather for fully dynamic Global Illumination with ray tracing, targeted at next generation consoles and shipping in Unreal Engine 5. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course ( advances.realtimerendering.com/). Hardware Ray Tracing provides a new and powerful tool for real-time graphics, but current hardware can barely afford 1 ray per pixel for diffuse indirect, while Global Illumination needs hundreds of effective samples for high quality indoor lighting. Existing approaches that rely on Irradiance Fields cannot scale up in quality, while approaches relying on a Screen Space denoiser have exorbitant costs at high resolutions. This talk will present practical applications of Radiance Caching along with effective techniques to reduce noise and leaking. Bio: Daniel Wright is an Engineering Fellow in graphics at Epic Games, and Technical Director of the 'Lumen' dynamic Global Illumination and Reflections system in Unreal Engine 5. Prior to that, he developed lighting and shadowing techniques for Unreal Engine 3 and 4 which shipped in Gears of War, Fortnite and a multitude of games licensing Unreal Engine technology. Daniel's main passion is real-time Global Illumination.

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2 people recommend this

What people say. Recommended as an excellent explanation of the highly optimized global illumination techniques in Unreal Engine 5.

u/Gigaschall1in r/GraphicsProgramming • Recommends

On “Real time raytracing in unreal engine”

I would say that this algorithm is really hard to implement because it is so highly optimized. The algorithm is actually an accumulation of many papers and ideas to achieve a good result. In the SIGGRAPH talk ([video they mention that only 1/2 a ray per pixel can be afforded. But the result looks too noisy, so they go through many hoops and optimizations and clever ideas to get an acutal good looking, denoised result. In my opinion, if you don't want to spend a considerable amount of your lifetime implementing that one feature into your engine, forget it. Try something simpler. You could do something similar. Spawn surfels on your geometry and shoot rays from them and cache the result. The…

u/zCybeRzin r/GraphicsProgramming • Recommends

On “Real time raytracing in unreal engine”

Have you seen the SIGGRAPH talk? It explains it quite well - a combination of screen space and world space radiance caches. link to this video