Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
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Abstract (arXiv)
We contribute several practical extensions to the probe based irradiance-field-with-visibility representation to improve image quality, constant and asymptotic performance, memory efficiency, and artist control. We developed these extensions in the process of incorporating the previous work into the global illumination solutions of the NVIDIA RTXGI SDK, the Unity and Unreal Engine 4 game engines, and proprietary engines for several commercial games. These extensions include: a single, intuitive tuning parameter (the "self-shadow" bias); heuristics to speed transitions in the global illumination; reuse of irradiance data as prefiltered radiance for recursive glossy reflection; a probe state machine to prune work that will not affect the final image; and multiresolution cascaded volumes for large worlds.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 22 Sep 2020.
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Citing papers per year: 2024: 1; 2025: 1; 2026: 2.
4 papers.
- 2024ProbeSDF: Light Field Probes for Neural Surface Reconstructioncited by 6
- 2026Evaluating Graphical Perception Capabilities of Vision Transformerscited by 1
- 2025Real-Time Scene Reconstruction using Light Field Probescited by 0
- 2026Lightweight Real-Time Rendering Parameter Optimization via XGBoost-Driven Lookup Tablescited by 0
- 2026Lightweight Real-Time Rendering Parameter Optimization via XGBoost-Driven Lookup Tables28 Apr 2026
- 2026Evaluating Graphical Perception Capabilities of Vision Transformers20 Feb 2026
- 2025Real-Time Scene Reconstruction using Light Field Probes19 Jul 2025
- 2024ProbeSDF: Light Field Probes for Neural Surface Reconstruction13 Dec 2024