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realtime global illumination - color bleeding - lightsprint

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Uploaded by on Sep 6, 2007

From Eurographics 2007 talk "Realtime Global Illumination for Next Generation Games", scene with color bleeding, indirect light etc. Lighting was computed in real time by standard gaming PC. Thanks to CRS, Raist and N00ly for art used in this clip. More at http://lightsprint.com

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Uploader Comments (StepanHrbek)

  • Very cool. Color bleeding in particular looks very convincing.

    Does it work equally well for outdoor scenes?

  • It does, scenes 2 and 3 in older Lightsprint Demo have open sky.

Top Comments

  • the guy is creepy! he floats you to your dooom!

  • Can't wait to see it in Mafia 2 btw :D

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All Comments (37)

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  • @theangrygimp LA Noir is using it, coming out next year. I'm pretty sure they'll have to optimize it for a game though.

  • LA Noir will look very good with this.

  • wait... is this cubemaps but in real time?

  • that bed looks very comfortable to sleep on 0.o

  • global illumination makes a bit more realistic in games

  • I have seen multiple demo's showing global illumination, but its always just tech demos. I haven't seen an outdoor scene with tons of shadow casting objects that stretch back for a kilometer yet, like what would be seen in the open world games. Also, how well does the lighting engine scale down for distant areas where the same amount of detail is not needed? Any games planning on picking up this lighting engine? Looks great, but practicality usually eliminates these techniques.

  • Ah finally good lighting in games. Really this is all that's needed in modern games to make them seem photorealistic. Model quality and texture quality already far exceeds what's needed to make things look real, it's the lighting that's lacking.

  • Very impressive.

  • That's amazing! I wonder whether it just get's the color of the lighted materials and creates dynamic omni lights with the same color,and soft shadows,witch I see,are no problem here.

  • dammit, awesome!

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