|Session Name||Global Illumination in 'Tom Clancy's The Division'|
|Company Name(s)||Ubisoft Massive|
|Track / Format||Visual Arts|
The session will describe the dynamic global illumination system that Ubisoft Massive created for "Tom Clancy's The Division". Our implementation is based on radiance transfer probes and allows real-time bounce lighting from completely dynamic light sources, both on consoles and PC. During production, the system gives our lighting artists instant feedback and makes quick iterations possible.
The talk will cover in-depth technical details of the system and how it integrates into our physically-based rendering pipeline. A number of solutions to common problems will be presented, such as how to handle probe bleeding in indoor areas. The session will also discuss performance and memory optimization for consoles.