You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I chose to store the irradiance data per lightgrid point as 16x16 RGB16F pixels which is 16x16 R11G11B10 = 1024 bytes. It is a very realtime ray tracing friendly design but sucks if you just want baked lighting. It resulted in 6 GB download data of .exr files and if the player plays through the maps they even get decompressed and saved again in the .bimage files which may result in a total extra size of 15 GB. So the GI data is in total over 21 GB.
This new technique promises to store the spherical harmonics of near to quadratic SH3 quality with just 16 bytes.
I chose to store the irradiance data per lightgrid point as 16x16 RGB16F pixels which is 16x16 R11G11B10 = 1024 bytes. It is a very realtime ray tracing friendly design but sucks if you just want baked lighting. It resulted in 6 GB download data of .exr files and if the player plays through the maps they even get decompressed and saved again in the .bimage files which may result in a total extra size of 15 GB. So the GI data is in total over 21 GB.
This new technique promises to store the spherical harmonics of near to quadratic SH3 quality with just 16 bytes.
https://arisilvennoinen.github.io/
There is a also a new SIGGRAPH presentation about the latest Call of Duty lighting:
https://advances.realtimerendering.com/s2024/content/Roughton/SIGGRAPH%20Advances%202024%20-%20Hemispheres%20Presentation%20Notes.pdf
https://www.activision.com/cdn/research/HemiLighting-1.pdf
The text was updated successfully, but these errors were encountered: