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Scaling Probe-Based Real-Time Dynamic Global Illumination for Production

arXiv 2009.10796 ↗First posted 22 Sep 2020cs.GRcited by 4

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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.