Two-level Radiance Caching for Fast and Scalable Real-Time Dynamic GI in Games: GI-1.0 PREVIEW
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AMD627 тыс
Опубликовано 21 марта 2023, 22:31
This video shows a PREVIEW of a pre-release version of our GI-1.0 solution including a sneak peek of glossy reflections.
Real-time global illumination is key to enabling dynamic and believable game worlds. GPU-accelerated ray tracing makes this possible; however, framerate and resolution requirements limit the number of traceable rays per pixel, imposing practical limits on current hardware generations. Existing solutions, such as probe-based techniques, approximate the irradiance signal using fewer rays per frame but suffer from reduced details and slow response times to lighting changes. On the other hand, reservoir-based resampling techniques capture higher detail but typically suffer from poorer performance and increased noise.
Our presentation at the Advanced Graphics Summit during GDC 2023 introduced the practical implementation of a solution aimed at making the most of every sample by caching the estimated radiance into a cache hierarchy used for both sampling and filtering. We showed how this approach allows for highly performant, high-quality, dynamic, and leak-free global illumination without requiring any content pre-processing, thus enabling easy integration into existing real-time rendering pipelines.
Read the paper: gpuopen.com/download/publicati...
Learn about AMD at GDC 2023: gpuopen.com/events/gdc-2023
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©2023 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and other jurisdictions. Other names are for informational purposes only and may be trademarks of their respective owners.
Real-time global illumination is key to enabling dynamic and believable game worlds. GPU-accelerated ray tracing makes this possible; however, framerate and resolution requirements limit the number of traceable rays per pixel, imposing practical limits on current hardware generations. Existing solutions, such as probe-based techniques, approximate the irradiance signal using fewer rays per frame but suffer from reduced details and slow response times to lighting changes. On the other hand, reservoir-based resampling techniques capture higher detail but typically suffer from poorer performance and increased noise.
Our presentation at the Advanced Graphics Summit during GDC 2023 introduced the practical implementation of a solution aimed at making the most of every sample by caching the estimated radiance into a cache hierarchy used for both sampling and filtering. We showed how this approach allows for highly performant, high-quality, dynamic, and leak-free global illumination without requiring any content pre-processing, thus enabling easy integration into existing real-time rendering pipelines.
Read the paper: gpuopen.com/download/publicati...
Learn about AMD at GDC 2023: gpuopen.com/events/gdc-2023
***
Visit our website: gpuopen.com
Follow us on Twitter: twitter.com/GPUOpen
***
Subscribe: bit.ly/Subscribe_to_AMD
Join the AMD Red Team Community: amd.com/en/gaming/community
Like us on Facebook: bit.ly/AMD_on_Facebook
Follow us on Twitter: bit.ly/AMD_On_Twitter
Follow us on Twitch: Twitch.tv/AMD
Follow us on LinkedIn: bit.ly/AMD_on_Linkedin
Follow us on Instagram: bit.ly/AMD_on_Instagram
©2023 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and other jurisdictions. Other names are for informational purposes only and may be trademarks of their respective owners.
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