Los Angeles, CA
Real-time Diffuse Global Illuminationin CryENGINE 3
Anton Kaplanyan – September 17, 2010
Since game environments are getting more dynamic these days, they are no longer as amenable to pre-computed lighting solutions. This is why developers are intensively searching for new algorithms fast enough to computed GI in real-time, in the course of the game play. One such technique is point-based global illumination. A different technique, dubbed Light Propagation Volumes, was developed by Anton Kaplanyan at Crytek. Anton presents the principle of their technique as well as his experience with integrating the technique into the rendering engine and the art production pipeline.