October 9th, 2024

Building Real-Time Global Illumination: Part 1

The article details the development of real-time global illumination using Radiance Cascades, improving efficiency with a Jump Flood Algorithm, and sets the stage for further exploration of advanced techniques.

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Building Real-Time Global Illumination: Part 1

The article discusses the development of real-time global illumination techniques using a method called Radiance Cascades, which allows for realistic light interactions in graphics without the need for high-end hardware. The author explains the concept of global illumination, which simulates how light interacts with surfaces, creating lifelike scenes. Traditional methods, such as ray tracing, are often too slow for real-time applications. The new approach aims to overcome these limitations by providing a fast and noiseless solution. The article begins with a foundational understanding of naive global illumination, where a drawable surface is created to test lighting and shadow effects. It introduces raymarching, a technique where rays are cast in various directions to determine light intensity based on nearby sources. The author emphasizes the inefficiency of this method due to overlapping calculations and proposes a Jump Flood Algorithm to create a distance field, which can significantly enhance performance by allowing for larger jumps in calculations. This foundational work sets the stage for the next part of the series, which will delve deeper into the more efficient Radiance Cascades technique.

- Real-time global illumination can now be achieved on consumer hardware using Radiance Cascades.

- The article introduces naive global illumination and raymarching as foundational concepts.

- Raymarching involves casting rays to determine light intensity but is computationally inefficient.

- A Jump Flood Algorithm is proposed to create a distance field, improving efficiency in calculations.

- The series will continue with more advanced techniques in the next installment.

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By @billconan - 4 months
can this be applied to 3d?