Lighting Technology with Dynamic GI by Brilliant Games
Events
Subscribe:  iCal  |  Google Calendar
Cologne DE   20, Aug — 25, Aug
Vienna AT   23, Aug — 25, Aug
Anaheim US   27, Aug — 30, Aug
SEATTLE US   30, Aug — 3, Sep
Vancouver CA   4, Sep — 7, Sep
Latest comments

Hello there, I found your website by way of Google while looking for a similar matter, your site came up, it seems great. I've bookmarked it in my google bookmarks.Also Visit on Best Editing Services

by Servo Stabilizer
2 hours ago

Servo Star is a prominent manufacturer, providing a wide range of Servo Voltage Stabilizers in India and an array starting from 5 KVA to 5000 KVA for residential, industrial and medical use. Website : https://www.servostabilizer.org.in

by Oleg Demchenko
7 hours ago

https://gumroad.com/l/speedCut

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. 

Comments

1
Leave a Reply

avatar
1 Comment threads
0 Thread replies
0 Followers
 
Most reacted comment
Hottest comment thread
1 Comment authors
Daedalus51 Recent comment authors
Daedalus51
Guest
Daedalus51

Looks like standard voxel cone tracing to me 😉