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This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures. This allows users to focus less on tedious tasks and more on creativity.
Developers can apply now for access to RTX Direct Illumination (RTXDI), the latest advancement in real-time raytracing. REAL TIME RAYTRACING MADE EASIER RTX Direct Illumination (RTXDI) Imagine adding millions of dynamic lights to your game environments without worrying about performance or resource constraints.
Before NVIDIA RTX introduced real-time raytracing to games, global illumination in games was largely static. They overcome the limited realism of pre-computing “baked” lighting in dynamic worlds and simplify an otherwise tedious lighting design process. The images were rendered offline.
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use raytracing to compute the scene lighting.
Example: Soft light from a computer screen) There are two main methods to calculate lighting quality: RayTracing. Voxel Cone Tracing. Baked Lighting. These are pre-made textures that store lighting info for objects that don’t move. Texture Compression. Rasterization. Light Probes. Light Functions.
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