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[纹理/着色] UPGEN Lighting Standard 2.0高性能动态照明模拟

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发表于 2023-7-11 11:13:59 | 显示全部楼层 |阅读模式






















UPGEN Lighting is an optimized for maximum performance framework around post-effect that provides a fully dynamic approximation of Global Illumination to your games (requires no precomputations). This solution provides high execution speed, produce great visual results, and uses minimum of system resources. Emulation of indirect lighting could be made as fully automatic, in a semi-automatic way, or by manual designing light to save extra performance.

Under the hood, solution is based on the idea of making ultra-fast type of point light sources (10 times faster than standard ones) and using thousands of them to approximate light propagation for the scene in realtime. To achieve this we made a special kind of screen space effect, which bakes each frame hundreds of most valuable lights and applies combined lighting inside G-Buffer for current camera.

This framework provides several workflows for building lighting in your scenes. You can use such Fast Light sources to automatically transfer bounced light from standard light sources using Ray-Tracing. Or you can combine a standard type of light sources with Fast Lights to manually approximate GI in complex scenes and achieve the best performance and a beautiful visual look.

Limitations:
Only Built-in pipeline with Deferred Shading is supported (does not work with HDRP or URP pipeline)
In automatic mode it could be very inaccurate (to stay fast) and some manual work still required
Lighting does not affect forward-rendered objects like transparent geometry
Ray-Tracing uses colliders to detect ray hits (geometry without colliders will not produce bounced lighting)
Only light types supported with Fast GI and Ray-Tracing are Point and Spot Lights
Does not take into consideration shadows and light cookies
Ray-Tracing cache has a certain amount of inertia and will have visual delay for fast-moving light sources
Ray-Tracing will produce light leaking
Stereo rendering (XR) is not supported


UPGEN照明是围绕后期效果优化的最大性能框架,为您的游戏提供完全动态的全局照明近似(不需要预先计算)。此解决方案提供高执行速度,产生出色的视觉效果,并且使用最少的系统资源。间接照明的模拟可以是全自动的,半自动的,或者通过手动设计光来节省额外的性能。

在引擎盖下,解决方案是基于制作超快类型的点光源(比标准光源快10倍)的想法,并使用数千个点光源来实时模拟场景的光传播。为了实现这一点,我们制作了一种特殊的屏幕空间效果,它在每帧中烘烤数百个最有价值的灯光,并在当前相机的G-Buffer中应用组合照明。

这个框架为在场景中构建照明提供了几个工作流程。您可以使用这样的快速光源自动传输反射光从标准光源使用光线追踪。或者您可以将标准类型的光源与Fast Lights结合起来,在复杂的场景中手动近似GI,从而获得最佳性能和美丽的视觉效果。

限制:
仅支持带有延迟着色的内置管道(不支持HDRP或URP管道)
在自动模式下,它可能非常不准确(保持快速),并且仍然需要一些手动工作
光照不会影响像透明几何这样的前向渲染对象
光线追踪使用碰撞器来检测光线命中(没有碰撞器的几何体不会产生反弹光线)
只有快速GI和光线追踪支持的光类型是点光和聚光灯
不考虑阴影和光线饼干
光线追踪缓存有一定的惯性,对于快速移动的光源会有视觉延迟
光线追踪会产生光泄漏
不支持立体声渲染(XR)





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