Author Topic: Voxel-based Global Illumination - Unity/SEGI  (Read 4511 times)

2017-09-27, 19:46:07

Marian

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Hi. Check their website. Looks very interesting. You can even download a play/check demo. http://www.sonicether.com/segi/

2017-09-28, 16:45:33
Reply #1

Monkeybrother

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Wow, thanks. I'm just doing a VR project in Unity and this looks very interesting.


2017-09-29, 09:06:07
Reply #3

Christa Noel

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wow, that's cool!
a dumb question, is there any possibility to integrate corona into some 3d interactive thing like SEGI? :)

2017-09-29, 11:27:39
Reply #4

FrostKiwi

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wow, that's cool!
a dumb question, is there any possibility to integrate corona into some 3d interactive thing like SEGI? :)
To some extent this has already happened. What you imply is Raytraced Quality image with Sonic Ether's Global illumination. First of all it wouldn't be that much of a boost. If you turn GI off in Corona, you are still left with much processing. Glossy Reflections, all the geometry sampling, Lights etc. none of this goes away.
The core of Segi is Voxelization with "cone tracing".
As the author puts it:
Quote
This keeps rays that are traced in different directions more coherent and allows for tracing far fewer rays to get a smooth result. Simply put, cone tracing samples blurred data.
Now... where have we heard that before? Ahh yes... all the biased GI methods ever.

Get samples with some distance apart, instead of per pixel and smear them into a smooth mess. We have been doing this since day one of biased GI rendering. The biggest plus with corona is UHD cache, which solves the bias vs unbiased problem. It does biased where it is best (indoors) and unbiased when it doesnt work and would lead to flicker and splooches. So in a sense we are doing that already. The big deal about VXGI and SEGI is that they introduce such a technique of raytracing to a non raytraced enviroment via voxelization. We Raytrace from the get go and introduce averaging techniques to get it being faster.

Games are fast because they don't raytrace to begin with, which is the whole point of Offline renderers, not the other way around.
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