You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name:

Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3

Overview:

This talk details the approximation of dynamic global illumination used in FarCry 3. The talk is divided in two parts - first, an overview of the theory and offline pre-computation, followed by real-time rendering implementation and shading details.

We use a sparse volume of radiance transfer probes, with each probe storing spherical harmonics coefficient matrices. We can relight the probes on the fly, thus supporting illumination under time of day changes, as well as local lighting such as muzzle flashes and explosions. Shading using the relit probes is done on the GPU in screen space.

We use a hybrid CPU / GPU implementation to ensure the system runs well on the current generation of consoles. Our implementation is efficient both memory- and performance-wise. We will provide detailed performance statistics, as well as code snippets to illustrate the internals of the system.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2012
  • Nikolay Stefanov
  • Massive (A Ubisoft Division)
  • free content
  • Programming
  • Programming