SEGI is a DX11 voxel-based Global Illumination effect that aspires to provide 100% dynamic Global Illumination to Unity games and applications. Since it requires no precomputation, SEGI can bring GI to certain situations where precomputed solutions like Enlighten cannot!
SEGI provides indirect lighting and glossy reflections from a single directional light, the sky, and any emissive materials in the scene. In the future, SEGI will support indirect lighting from point and spot lights. SEGI calculates indirect light visibility for soft indirect shadows, and also calculates soft sky light shadows. It can render either a single bounce or infinite bounces of indirect light.
Sonic Ether has set the price at $80 while SEGI is in beta.
Enlighten powers real-time global illumination in Unity 5, even on mobile tablets as in the Transporter demo. Enlighten dynamically records indirect bounce light to low-res UV maps, which are blended into the shader, along with with scene lights and reflection probes. Texture-based emissive lights (glowing textures) are created in the same deferred render pass, including skylight.
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Artist Byzantos shows off NVIDIA’s VXGI hardware accelerated voxel global illumination, with developing support in Unreal Engine.
Continue reading “Unreal – VXGI”
SVOTI means Sparse Voxel Octree Total Illumination, the system basically voxelizes the scene, and calculates the global illumination (GI) inside the simplified scene. It allows accurate 2 bounces GI in few milliseconds.
demo scene is here: http://www.cryengine.com/community/viewtopic.php?f=309&t=131523
feature info is here: http://docs.cryengine.com/display/SDKDOC2/Voxel-Based+Global+Illumination
Continue reading “CryEngine – Voxel-based Global Illumination”