Large-Scale Global Illumination at Activision

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 9

  • @ApocDevTeam
    @ApocDevTeam 3 роки тому +10

    I still remember baking lighting in a command prompt for custom maps in Call of Duty 1. Good old Radiant days.

  • @jsmdnq
    @jsmdnq 3 роки тому

    It's quite amazing how far things have come.

  • @Kairosdex
    @Kairosdex 3 роки тому +3

    Awesome learned so much!

  • @djmips
    @djmips Рік тому

    Good talk - the change of basis to apply simple constraints in the spatial domain is simple but the details are clever and a bit mind blowing. And finally, the compression of 44:1 with little loss of detail was amazing. That's one where I'll need to read the papers. Could that technique also apply to image compression ? I wonder how it would perform.

  • @vasyapupken
    @vasyapupken 3 роки тому +2

    why shoot many visibility rays from sample point in all directions instead of just one towards camera ?

    • @cory99998
      @cory99998 3 роки тому +4

      bounce light?

    • @LouSaydus
      @LouSaydus 3 роки тому +1

      indirect lighting can only be computed if light bounces are taken into account.

    • @clonkex
      @clonkex Рік тому

      Light leaking. If you don't calculate visibility in many directions you get light leaking through thin walls and so on.

  • @syntaxed2
    @syntaxed2 Рік тому +1

    1.5gb is a memory problem? I would gladly pay 8gb memory requirement for those tasty tasty shadows and indirect lighting.