CryTek GI Technique Revealed

Since the teaser at the end of the CryTek presentation “A Bit More Deferred”, I’ve been wondering what those guys are up to with their real-time diffuse GI solution. It was presented at SIGGRAPH 09 in the “Advances in Real-Time Rendering”  course. Now the slides are online! Looks like they are rendering radiance from directly lit surfaces to a volume and propagating the light outward like in Alex Evan’s presentation from a few years before (though CryTek’s approach is a bit more physically based).  Pretty cool.

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4 Responses to “CryTek GI Technique Revealed”

  1. repi Says:

    Cool, this was one of my favorite talks at Siggraph this year. Interesting combination of techniques.

  2. levelofdetail Says:

    Any other highlights? I’m waiting for notes on the real-time GI course and the RTR course. I think natasha said the RTR notes should be up this week on the bungie site.

  3. Jonny Hopper Says:

    Yes I think Crytek’s stuff was based partly on ( or similar to ) alex’s approach – the presenter referenced it at the end.

    Another interesting talk was this one on “inferred lighting” ( http://graphics.cs.uiuc.edu/~kircher/publications.html ) where they use a “Discontinuity Sensitive Filter” which means basically rendering the ID of a particular object so they can use smaller light buffers with no artefacts – also they have multiple stipple patterns to enable blending multiple alpha layers.

  4. levelofdetail Says:

    I had grabbed that inferred lighting paper and then didn’t really give it a good look-through. I’ll add it to the stack. Filtering stippled deferred lighting to achieve transparency was also used in the ShaderX7 article “Deferred Rendering Transparency” by David Pangerl. But inferred lighting takes the idea of mixed resolution rendering with deferred shading much further. Thanks for posting the link.

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