LightsprintSDK 2021.08.08
|
As decades of research and thousands of papers show, there is no single GI technique that fits all users. So the very first decision in projects powered by Lightsprint SDK tends to be: "What technique(s) to use?" Lightsprint SDK offers:
Technique | Class | Highlights | Limitations | Details | Integration | Frame time | Precalc time |
---|---|---|---|---|---|---|---|
Baking | realtime after precalculation | the fastest GI |
| artist's guide |
|
| |
Fireball | realtime after precalculation | the fastest GI with dynamic lights |
| artist's guide |
|
| |
Architect | realtime | the fastest GI with dynamic lights and without any precalculations |
|
| (no precalc) | ||
SSGI | realtime | the most simple one |
| artist's guide | (easy) |
| |
Pathtracing | interactive | the most accurate GI |
| artist's guide |
|
Different techniques can be combined, so that e.g. selected objects have illumination realtime calculated, other objects have it baked into lightmaps, cubemaps or vertex buffers, other objects use constant ambient, and screen space GI is added as a postprocess.
Frame time and Precalc time columns show major factors that increase time spent in rendering frame, or in precalculation. Writing down all factors is nearly impossible, as times depend also on materials and geometry in your scenes.
You can quickly test these techniques with SceneViewer sample, see Global Illumination panel for settings.