Two Minute Papers - 2017-10-25
The paper "Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes" is available here: https://users.aalto.fi/~silvena4/Projects/RTGI/index.html We would like to thank our generous Patreon supporters who make Two Minute Papers possible: Andrew Melnychuk, Brian Gilman, Christoph Jadanowski, Dave Rushton-Smith, Dennis Abts, Eric Haddad, Esa Turkulainen, Evan Breznyik, Kaben Gabriel Nanlohy, Malek Cellier, Michael Albrecht, Michael Jensen, Michael Orenstein, Steef, Steve Messina, Sunil Kim, Torsten Reil. https://www.patreon.com/TwoMinutePapers Two Minute Papers Merch: US: http://twominutepapers.com/ EU/Worldwide: https://shop.spreadshirt.net/TwoMinutePapers/ Music: Antarctica by Audionautix is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://audionautix.com/ Splash screen/thumbnail design: Felícia Fehér - http://felicia.hu Károly Zsolnai-Fehér's links: Facebook: https://www.facebook.com/TwoMinutePapers/ Twitter: https://twitter.com/karoly_zsolnai Web: https://cg.tuwien.ac.at/~zsolnai/
I want this in Blender!
exactly, from that point on it's not Blender and therefore the request for actually having it be a feature within Blender.
Matthew Ames check out armory3d renderer for blender, is a real time PBR engine with features like this. It's awesome
Wow! That's very interesting. Thanks for letting me know about it.
EEVEE has Global Illumination With Radiance Probes..etc but soon will become Real-time.
Hope this gets implemented in Unity and Unreals
It sound very similar to an asset call hxgi, look it in the forum
Have you tried running it with TAA yet? I'm sure the scene would look much better without all the flickering speculars. Great work though.
You forgot armory :-(
But isn't Unity Light Probes exactly this?
Hubert Gendron Not really, light probes are like 3D lightmaps. This is like Enlighten, but realtime. Enlighten should be enough if your geometry doesn't move too much though.
And it's from Aalto University in Finland. My school! So proud.
one would think academics would come up with a less imprecise term than "real time"
This is simply amazing. I have no other word for it.
Happy 200th video day!
Thanks for this series of videos related to real time rendering. Keep it up! ♥
Fantastic. It always astounds me when we take something that requires crippling amounts of computation and sidestepping it
"I think this is an excellent direction for future research works" Yeah! For sure! Like, impossible not to conclude that :)
Wow, 200 episodes already. Congratulations!
would be great for VR...
Your videos make me so happy.
Happy 200th, Great videos!
I feel that I've seen this video more than a week before. Did you reupload it? Or maybe it was Hacker News... new I'm confused :)
Wicked, the results look really good!
omg thats amazing
A stunning achievement.
Can you do a video on finding contradictions in text using Natural Language Processing?
Eevee, is that you?
i am addicted to this channel!
According to the paper, this requires 1h precomp time per scene. So much for real time...
I guess that means most games aren't "real time" since they require several thousand man hours of precomputation...
The guy has a point though. It works only on fixed scenes, If you were driving a red car in a precomputed room with white walls you wouldn't see walls getting reddish tint. If you were to make a hole in a wall of such precomputed room, illumination coming throught that hole wouldn't effect scene lighting. But the guy ommited the fact that lights are dynamic in these scenes, which should be enough for racing games, where most of geometry is static.
They aren't, in a way. Most modern games use mostly static environments with precomputed lighting that would not be possible to achieve in real time yet.
As for the Unity, there is SEGI plugin that can do realtime voxel-based GI. They recently went open-source, so anyone can check it, it's quite interesting.
@Adam S. it works on dynamic scenes tho. all you need to do is re render the low resolution probes that have moving objects in them
That's some really good progress! Very promising
PLEASE make possibility to control color intensity to this from neutral grey to phisycally correct intensity values.
And for the Blender users, here is a realtime GI alternative:
https://www.youtube.com/watch?v=Q6hlGmZfHk0
All I want is dynamic real-time global illumination. How costly is it to compute where probes should be placed?
FREEEEEAKING COOL
Very nice, shadows are still very aliased :S
Am I wrong or was there indeed Serene's paintings room from Quantum Break in this video?
it is implemented in Godot.
Looks quite decent for what it is, does it work on lower/older spec hardware as well? I got my screen-space based method working on i3, 4gb, 520mx. At reasonable performance (40'ish fps).
So is Nvidia going to use this soon?
That quality with 5 probes is almost indistinguishable for me vs 109 probes. Amazing!
It sounds a lot like photon mapping (Henrik Wann Jensen) except that they seem to have found a way to get by with far fewer probes.
https://en.wikipedia.org/wiki/Photon_mapping
This is brilliant Karoly! Also congratulations for reaching 200! Hoping for many many more awesome two minutes!!
And let's also hope for 100k subscribers soon!
This is a very unique and useful channel I enjoy !
damn, this looks amazing. The differences are quite obvious but the results seem very much plausible for the given examples.
How long are the pre-compute times?
Jaakko Lehtinen is hands down the greatest lecturer here in Aalto University, I feel privileged for being able to attend to his computer graphics classes. He also worked on the graphics of Max Payne and Alan Wake. (They actually used a rudimentary version of this idea in Max Payne)
TORILLE!!!!
I can't find an exterior scene radiosity example. I'm trying to light a city-scape in lightwave but it just doesn't look right.
Don't worry about the limitation - you'll just have to create parallel tech to recompute proximity probes fast according to structure changes ;););)
I tried to reproduce this paper in my opengl engine but the information there is just too dense and doesnt feel like its enough to allow one to reproduce it, seems like Jaakko Lehtinen is aiming at physicists and mathmaticians to read and comprehend everything , completely forgetting about computer scientists and computer engineers.
Did you ever end up implementing it? I'm having the same trouble.
It's not that difficult to implement, you just need to know some mathematical background to it. If you never worked with Spherical Harmonics before (I guess there could be the problem), I highly recommend this http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf . It will teach you all basics you need to know about SH rendering.
the Unity game engine has this algorithm integrated I believe!
I thought he was saying this is only useful in situations where there are very few moving objects, so a video game wouldn't benefit from this. Also the publication date of this paper is Nov 2017, and unity already has it integrated?
there is actually real time global illumination available in unity. They have similar implementation i believe. https://www.youtube.com/watch?v=ouJNRJ2uPmY
Alex S Videogames can still benefit from this for environmental lighting.
You probably think about Enlighten (pre-computed, baked animated lightmaps). I wouldn't call that real-time GI.
This method is also precomputed, and it produces real-time GI. Which is the way they phrase it with Enlighten.
This seems like a resurrecting of the old manual technique of placing lights in a scene where you thinking indirect illumination will be visible.
First.
Ninety Sixth!
I meant first to comment.
TWELFTH!!!!!!!!!1
moonriise - 2017-10-25
I can't wait to see realtime global illumination in video games
rust - 2018-06-29
If I remember correctly, first game with GI was Mirror's Edge (2008).
rahat - 2018-07-18
ffxv had one as well
blakegriplingph - 2018-07-19
rust Though the Beast GI used in that game is pre-baked and not done in real time. It looked fine for its time though, if not for the lighting being cooked. Catalyst does use realtime GI though.
TheIronlefty - 2019-03-15
Nope, catalyst uses baked GI that transitions smoothly by blending https://www.youtube.com/watch?v=B0sM7ZU0Nwo&feature=youtu.be&t=22m45s
also division uses light probes for GI and has 1 bounce with feedback https://youtu.be/04YUZ3bWAyg?t=31m13s
Matheus Lacerda - 2019-10-17
Now there's Metro Exodus doing it. Dreams come true :D