Figure 1: Direct and Indirect Illumination from a single directional light source. 
This post is part of the series “Finding Next-Gen“. Original version on 2015/11/08. Liveblogging, because opinions evolve over time.
Global illumination (GI) is a family of algorithms used in computer graphics that simulate how light interacts and transfers between objects in a scene. With its roots in the Light Transport Theory (the mathematics behind energy, how it transfers between various media, and leads to visibility), GI takes into account both the light that comes directly from a light source (direct lighting/illumination), as well as how this light is reflected by and onto other surfaces (indirect lighting/illumination).
As seen in Figure 1, global illumination greatly increases the visual quality of a scene by providing a rich, organic and physically convincing simulation of light. Rather than solely depending on a manual (human) process to achieve the desired look, the mathematics behind GI allow lighting artists to create visually convincing scenes without having to worry about how they can manually replicate the complexity behind effects such as light scattering, color bleeding, or other visuals that are difficult to represent artistically using only direct illumination.
Continue reading “Finding Next-Gen – Part I – The Need For Robust (and Fast) Global Illumination in Games”
It’s Been Awhile…
It’s been a while since I posted something here. Life and being busy building a team and new graphics technology for a new game at WB Games Montréal is my excuse. But you’re right, it’s no excuse and I need to spend more time blogging. Hopefully this should get me to share more, which I definitely miss doing. So here’s my attempt. 😉
This is the index page for a series of blog posts I’m currently writing about some challenges in real-time rendering and my perspective on these topics.
In no way is this an attempt to sum it all up or provide perfect solutions, but rather add to the discussion on topics that are close and resonate with me, while respecting my various NDAs. What you will find here is undeniably inspired and fueled by the various presentations and discussions from the latest conferences, as well as from various discussions where graphics programmers tend to hang out. The following wouldn’t be possible without this amazing community of developers that share on a daily basis – thanks to everyone for the inspiration and for always sharing your discoveries and opinions! Much needed for progress.
Also, this page will most likely evolve and change. Some topics might appear, be grouped, and some might greatly change pending on how much content I can put together. Feel free to come back and check this page over time.
Please leave comments if need be, and thanks for reading!