Lighting Technology with Dynamic GI by Brilliant Games
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Latest comments
by Admin
1 hours ago

Sorry guys, missed this. We'll credit the artist, sorry!

by Nadav Hekselman
3 hours ago

Looks beautiful. Thank you for the information.

by Vaidas
7 hours ago

Technically, the artist needs to (and does) credit the author of the artwork he referenced and only mention what and where from the character is. Given that, this is a 3d/gaming/technical thingie-ma-jibs website that does not (and probably shouldn't really) reflect on the circumstance of the character itself, but concentrate on creation and techniques used in creation. The name of the character is referenced, but nowhere on the original art the name Sam Riegel is mentioned. As much as critter community is nice and welcoming, this part of "CREDIT THIS OR CREDIT THAT" irritates me. IMHO, Credit is given where credit is due. This 3d model was made with learning purposes only, whereas the original art is being sold. Instead of commenting "GIVE CREDIT" comment "COOL ART OF SAM'S CHARACTER" or "GREAT CRITICAL ROLE ART". All that said, this is an amazing rendition of the original artwork of the character of critical role. As a critter, I love both this piece and the idea of other critter being so talented! Peace, a member of the wonderful critter family.

Lighting Technology with Dynamic GI by Brilliant Games
12 November, 2017
News

Brilliant Games has presented a new lighting system that will be used for the studio’s upcoming titles. The thing is that the technology is said to instantly calculate GI, providing outstanding results. 

A tech demo showcasing Brilliant Games next generation lighting technology for upcoming titles. Global illumination is calculated on the fly with beautiful and lightning fast results. Most lighting in games now days is still baked, which means its statically painted onto a scene. This process can take hours to days to process. This solution is instant and fully dynamic.

Brilliant Games 

Both Unreal and Unity engines still use baked global illumination and the process behind GI might take hours. The solution from Brilliant Games is said to solve this problem with the help of fully dynamic system.

One question remaining, though. What is the cost of dynamic GI? How does it affect performance? No comments on the issue, so we’ll have to wait for more details. 

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1 Comment on "Lighting Technology with Dynamic GI by Brilliant Games"

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Daedalus51
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Daedalus51

Looks like standard voxel cone tracing to me 😉

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