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.


The Number One Educational Resource for the Game Industry

Session Name: "Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Presented by NVIDIA)
Speaker(s): Alexey Panteleev, Marco Salvi, Rahul Sathe
Track / Format: Programming

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

Overview: Advances in Real-Time Voxel-Based GI (Alexey Panteleev, NVIDIA) (Rahul Sathe, NVIDIA)Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, we're going to discuss VXGI, the Nvidia's voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware. We will also discuss how simple, planar area lights can be efficiently implemented with a combination of voxel-based occlusion and analytic irradiance calculations.Temporal Super-Resolution (Marco Salvi, NVIDIA)Marco Salvi will present a simple, but powerful extension to temporal anti-aliasing that combine anti-aliasing and super-resolution. The resulting algorithm, TSRAA, adds only a small runtime cost, is easier to integrate into a rendering engine than complex schemes like checkerboarding, and allows for flexible amounts of super-resolution.

GDC 2018

Alexey Panteleev


Marco Salvi


Rahul Sathe


free content