Real Time Global Illumination For All Versions Of Unity! (W.I.P)

This thread has been moved to: http://forum.unity3d.com/threads/233919-BG-Light-Engine-(With-Real-Time-GI-amp-Area-Lights)

Custom Lighting Engine With Real Time Global Illumination

This project has come a long way since the start and is nearing completion. It started as a simple cheap global illumination system that used Unity’s point lights combined with raycasts to fake gi.

This project has now evolved into a custom lighting engine. Add custom area lights and point lights(with advanced settings like attenuation adjustment) combined with Image Based Global Illumination while seamlessly blending with Unity’s lighting to create perfect and beautiful lighting for your world. Near 100 lights can be processed in a single pass in both forward and deferred rendering, and practically unlimited lights in multiple passes. Efficiency is the name of the game, area lights are still somewhat early but a recent test compared performance of 120 Unity point lights vrs 120 Brilliant Games area lights and the area light performance was about 3/4 the speed of Unity’s simple point lights!

Built In Shaders With This Package Are Now Physically based With Surface Roughness And Image Based Diffuse Lighting!!

Demonstration Of Surface Roughness On Metal

Rectangular Area Light(Still in development)

Circular Area Light With Specular Reflections

Demos for the new GI system are coming soon!

Old Demos

Web Demo: https://dl.dropboxusercontent.com/u/65183439/GIDemoLIVINGROOM/GIDemo.html

New Sponza Demo! (Unoriginal I know) https://dl.dropboxusercontent.com/u/65183439/SponzaDemo/WarLandsGI_Data.html

Web Demo Instructions: Press ‘R’ to toggle sun rotation. Press ‘G’ to toggle GI.

Videos

NEW VIDEO! Conference Room with new Image based GI system

Official Trailer

NEW Warland Update!

Older Warland Update

Here are some screen shots on progress so far.

RIGHT AND CLICK OPEN IN NEW TAB TO SEE IN HD

Mansion Living Room Scene

Day time area lighting, orange brown walls.

Sky Light Ambience

Day time area lighting, green walls.

Day time area lighting, no gi.

Night time spot light lighting. Green walls.

Night time spot light lighting. Glorious redness :slight_smile:

Night time spot light lighting. No gi

Sci-fi shooter Warland, GI on.

Sci-fi shooter Warland, GI off

Robot Labs, Real Time GI On

Robot Labs, Real Time GI Off

GI on large outdoor scene

GI off

Inside Building shot

Would really like to know your thoughts on this everyone. :slight_smile:

This seems interesting. Can you provide a setup tutorial. What about the perfs ? Like you said, a demo would be very nice !

Its not far enough along to show tutorials yet, cause it will dramatically change. However, yes I will have an interactive demo soon. :slight_smile:

I was also wondering if anyone can give me any insight as to how I could possibly change the light attenuation on the point lights used for illumination. If I could make this more linear, I could make this run 10 times as faster. The fall off is just so huge on unity’s point lights.

Bump! Lets hear some feedback peeps!

Looks very interesting. Would love to see a Youtube video or a web demo.

Uploading one right now. :wink:

I would also like to see some example (pictures or video) where there is nature scene including different trees, vegetation, rocks, mountains, etc.

Living room demo up! https://dl.dropboxusercontent.com/u/65183439/GIDemoLIVINGROOM/GIDemo.html

Web Demo Instructions: Press ‘R’ to toggle sun rotation. Press ‘G’ to toggle GI.

It looks pretty good :slight_smile:
I hope it will work for outdoor scenes :slight_smile:

Thank you. Yes, I am working on that. Outdoor has definitely proven to be the most difficult. Just in the past few hours though I have dramatically improved cascading for long distance. So thats one step closer, I just won’t settle with draw distance, looks horrible having a black background around the player. :stuck_out_tongue:

Hi,

Nice result and good performance. As i said here, a GI is a very important thing in a project. If I take a look to your competitors, you combine two advantages:
a) You are on this forum for a long time.
b) You make a very good “backup service” of your previous products.
So, if this one is affordable, why not? :wink:

And, +1 for a outdoor demo.

I purchased dynamicGL, but your system may be used as a lightweight-GL (for weaker PC).
200fps at what resolution and hardware?

is this sm2, sm3, es2 compatible? es3 compatible?

Nice demo, it works fine also with my home pc with GeForce 7600GT

Thanks for the feedback everyone. Yes I have been testing in a variety of scenes. If anyone wants to suggest or send me a good 3d scene to use and test this in, I’m all ears!

One thing I have really failed to mention about this system is it is also possible to bake this GI. Now this offers a significant advange being that it would bake alot faster than Unitys gi, and you could get seamless blending between real time and baked GI.

Honestly theres really nothing its not compatible with. If it can process point lights its ready for this. Just a matter of how fast it runs now.

is it on the asset store yet?

Is there a way to change the number of pointlights projected in the scene in runtime as well, maybe per-source-light control? Do we also get different algorithms to choose from with different calculations methods? Could be an interesting and different alternative to play with. Price in mind?

edit: does it also work in the editor? :smile:

Not for a bit now.

Yes you can change all resolution and quality settings in real time. You can also limit point lights to a max amount. When it reaches the threshold it just recycles them to where they are most needed.

Currently it only works in game. But it will work in edit mode very soon. I also want to create a ‘static gi’ creator for combining baked gi with real time gi.

Impressive. Runs beautifully on an Intel 3000 on a dual core mobile i7 (yeah, work gave us the crappy i7)

I agree. Some of the lighting looks a little bit odd and not as accurate, but this looks like a really fast solution.