LightsprintSDK 2021.08.08
Techniques

As decades of research and thousands of papers show, there is no single GI technique that fits all users. So the very first decision in projects powered by Lightsprint SDK tends to be: "What technique(s) to use?" Lightsprint SDK offers:

Technique Class Highlights Limitations Details Integration Frame time Precalc time
Baking realtime after precalculation the fastest GI
  • static lighting
  • limited specular reflections
  • two sided faces share GI for both sides
  • lighting (very slightly) depends on tessellation
artist's guide
  • # baked objects
  • quality
  • # baked texels
  • # static triangles
Fireball realtime after precalculation the fastest GI with dynamic lights artist's guide
  • # static triangles
  • # dynamic objects
  • quality
  • # static triangles
Architect realtime the fastest GI with dynamic lights and without any precalculations
  • lighting depends on tessellation
  • two sided faces share diffuse part of GI for both sides
  • sky does not illuminate scene
  • # static triangles
  • # dynamic objects
(no precalc)
SSGI realtime the most simple one
  • partial GI, only short-distance effects
artist's guide (easy)
  • screen resolution
Pathtracing interactive the most accurate GI
  • very noisy, noise reduction not implemented yet
artist's guide
  • screen resolution
  • # dynamic objects

Combinations

Different techniques can be combined, so that e.g. selected objects have illumination realtime calculated, other objects have it baked into lightmaps, cubemaps or vertex buffers, other objects use constant ambient, and screen space GI is added as a postprocess.

Speed

Frame time and Precalc time columns show major factors that increase time spent in rendering frame, or in precalculation. Writing down all factors is nearly impossible, as times depend also on materials and geometry in your scenes.

Testing

You can quickly test these techniques with SceneViewer sample, see Global Illumination panel for settings.