GDC Vault is part of the Informa Tech Division of Informa PLC
This is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
|Session Name:||"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Presented by NVIDIA)|
|Speaker(s):||Alexey Panteleev, Marco Salvi, Rahul Sathe|
|Company Name(s):||NVIDIA, NVIDIA, NVIDIA|
|Track / Format:||Programming|
Did you know free users get access to 30% of content from the last 2 years?
|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.|