DDGI first look

Ғылым және технология

A short video of DDGI (Dynamic Diffuse Global Illumination) in the pica-pica scene. DDGI solves diffuse global illumination by ray tracing from probe locations. It handles dynamic emissive objects, particle systems, transparent objects. Hardware accelerated ray tracing GPU is recommended, but it can use software raytracing as well.

Пікірлер: 22

  • @jkr9594
    @jkr95948 ай бұрын

    We have reached the point where i can no longer imediately recognize what kind of gi is used from the dozends of acronyms. We truly live in the future. Great work.

  • @nolram
    @nolram2 жыл бұрын

    The madlad actually did it. Now a perfect complimentary technique to this would be to use Signed Distance Field Tracing for reflections maybe ?

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    This uses ray tracing, so I don't see how signed distance field would compliment it well. There are already many reflection techniques in the engine, so I am not looking to add one more atm.

  • @nolram

    @nolram

    2 жыл бұрын

    ​@@specialisthun Yes, there are already a bunch of techniques in the engine, however as far as I know none that either don't have the limitation of reflection probes (inaccuracy, static nature) or require dedicated raytracing hardware. SDF based tracing, similar to what Unreal is doing with Lumen, only has as its major limitation that the detail of objects in reflections are lower than the full meshes.

  • @PanzerschrekCN
    @PanzerschrekCN2 жыл бұрын

    0:45 - light leaking is visible. I suppose this is because you use simple light probe fetch from regular grid. How do you plan to fix such artifacts?

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    Leaking is not completely eliminated by DDGI, but improved compared to old school probe GI. I want to try some things next: 1) improve regular grid placement by automatically searching for better probe locations (keeping more distance from walls). 2) surfels will get priority to probes if surfel gi is also enabled, but can fall back to probes 3) use probes only for secondary bounce, while using per pixel traces or surfels for primary.

  • @cmedia425
    @cmedia4254 ай бұрын

    To achieve this are shadow maps required, or does DDGI handle that aswell?

  • @specialisthun

    @specialisthun

    4 ай бұрын

    DDGI only handles indirect illumination. Shadow map is for direct light so they are independent. You can also choose raytraced shadow instead of shadow map.

  • @RandomPlayer-tr5ge
    @RandomPlayer-tr5ge5 ай бұрын

    we have gotten so far as a social glob that even global illumination has an identity crisis.

  • @loremipsum3147
    @loremipsum31472 жыл бұрын

    It seems this technique is good for moving non-illuminating objects and bad for moving lights, right? That latency is very unrealistic when you move the light source. Excellent work on implementing btw.

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    The parameters could be tweaked to reduce lag but increase ray count per probe, but it will quickly become much heavier on performance.

  • @loremipsum3147

    @loremipsum3147

    2 жыл бұрын

    @@specialisthun hmm so it is a tradeoff, for high performance there will be the lag. Anyways it looks very cool and lights with trailing particles would look amazing. From the comments I learned lumen also uses the same model, do you know about cryengine's dynamic gi implementation (how would you compare?)

  • @jx5943
    @jx5943 Жыл бұрын

    hi,bro,why my test my fire particle not emmit ddgi out?i use the neweast version of wickedengine

  • @specialisthun

    @specialisthun

    Жыл бұрын

    I don't know it works for me. Make sure you use emissive material for the particle.

  • @ThatTechGuy123
    @ThatTechGuy1232 жыл бұрын

    Does this do anything for reflections?

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    This is mainly for diffuse, but reflections (for example raytraced reflections, or envprobes) will also pick up the diffuse GI that this generates.

  • @ThatTechGuy123

    @ThatTechGuy123

    2 жыл бұрын

    @@specialisthun I keep thinking I want to use your engine. I think 3 things are holding me back. Nanite, blueprint visual scripting, and user interface. In order of importance to me.

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    @@ThatTechGuy123 Sounds like you want to use Unreal 5 instead.

  • @ThatTechGuy123

    @ThatTechGuy123

    2 жыл бұрын

    @@specialisthun yes. Waiting for them to figure out how to do large worlds with thier ocean plugin though. Right now the limit is a 1km x 1km landscape. Also doesn't support multiple landscapes. For now I'm just making assets and getting ready to build the world for my project.

  • @ThatTechGuy123
    @ThatTechGuy1232 жыл бұрын

    Is this basically what lumen is? Kinda seems like lumen when you move the objects and it takes a little for the lighting to catch up

  • @specialisthun

    @specialisthun

    2 жыл бұрын

    Lumen builds on top of this technique. There is a multi resolution probe field in lumen and also a lot other things.

  • @arithene
    @arithene8 ай бұрын

    which is second

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