[Save $600 Bundle offer!] Lumina GI -Real time Voxel based global illumination for URP-HDRP, no SDFs baking

Lumina GI - Real time true global illumination, is a new asset from ARTnGAME, that is targeting the creation of global illumination lighting in real time, with a voxelization method. The asset is for URP pipeline and is based on the [SEGI]( SEGI (Fully Dynamic Global Illumination) page-54#post-9892728) system that was for Standard Pipeline.

LUMINA GI is a fully real time, voxel based, true global illumination system (not screen space), that will keep the GI stable even if the light is out of the camera view, thus creating a fully realistic GI representation.

LUMINA GI does not use any form of baking or probes, the system is ready to use instantly in any scene and zero baking or SDFs are required. Save months of work on baking and re-baking changed assets!

The system is upgradable from Sky Master ULTIMATE at a deep discount. Also it is directly compatible with the Sky Master ULTIMATE URP - Ethereal Volumetric Lighting system and the two can be used together for cutting edge lighting and atmospheric effects. (Video)









Without Lumina GI

With Lumina GI

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

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** Lumina GI - Real time true global illumination ,** is a new asset from ARTnGAME, that is targeting the creation of global illumination lighting in real time, with a voxelization method. The asset is for URP pipeline and is based on the SEGI system that was for Standard Pipeline.

This is a fully real time, voxel based, true global illumination system (not screen space), that will keep the GI even if the light is out of the camera view, thus creating a fully realistic GI representation.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)


** Lumina GI - Real time true global illumination ,** tested in game build and all worked fine, now more testing will be done for performance.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

Even though the results look different, your tool reminds me a little bit on my project I did back in 2015 for my master thesis (Voxel-based Realtime GI). I approximated diffuse GI with a special form of voxel-based β€œblurring” and trilinear interpolation. Specular GI (reflections) was (were) approximated with voxel-based raymarching methods. It achieved good results however the PBR function to compute lighting for reflected voxels was hardcoded.

Anyway, sorry for my nostalgia, I just couldn’t resist.
I wish you good luck with your GI solution :).

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Hi, thanks :), nice insight also :).

The system seems to work nicely so far, i checked with emissive particles also and is still very fast

https://www.youtube.com/watch?v=2F52Li4y2GE

This demo is run in my 5 years old Dell XPS laptop (1050GTX).

Interesting! Could you show how it looks and performs at a higher resolution scale?

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Hi, you mean higher than the 1080p in the video ? I think i cant as i work on laptop and not sure if can enable more, but will check it out. What resolution have in mind ?




** Lumina GI - Real time true global illumination ,** solved an issue that gave blurry result in shadows, now is perfect crisp.

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)




** Lumina GI - Real time true global illumination ,** work on final tweaks and demos

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec, also requires Geometry Shaders.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

** Lumina GI - Real time true global illumination ,** work on final tweaks and demos

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec, also requires Geometry Shaders.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

** Lumina GI - Real time true global illumination ,** work on final tweaks and demos

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec, also requires Geometry Shaders.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

Without and with LUMINA GI

Without and with LUMINA GI



** Lumina GI - Real time true global illumination ,** work on final tweaks and demos, testing outdoors lighting.

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec, also requires Geometry Shaders.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

** Lumina GI - Real time true global illumination ,** work on final tweaks and demos.

The project has now moved to Unity 2021.3 and Deferred rendering path as minimal spec, also requires Geometry Shaders.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

** Lumina GI - Real time true global illumination ,** work on testing GI stability.

This video showcases the difference between a true Voxel based GI solution like LUMINA and screen space solutions, the voxel based will remain fully stable at all times and camera views, even when the colors of walls or sun light is not visible, light and color wont flicker or disappear with every camera motion and rotation as in screen space solutions

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)

Are you going to add voxel-based ambient occlusion to your GI solution in the future as well?
Because atm there is some light leaking on the wall corners.
Just curious, what is your voxel-resolution?
Are you voxelizing the scene in every frame using a bounding-box and fading-out the effect from the bounding box corners (like I did in my master theses for example) or are you baking all voxels for the whole scene in some kind of octree (unreal engine solution used to be like that in 2012, I don’t know about today) or do you have a completely different approach?

Hi, ambient occlusion is already embedded, requires more tweaking probably for eliminating any extra light.

The voxel resolution in the videos is 256x256x256. It runs nicely on my Dell XPS 1050GTX laptop, at least in the demo scenes above. Is a bit on the taxing side though for higher quality setting for the laptop.

Scene is voxelized every frame by volume render a separate camera, there is options to turn it off if smaller space is used and there is no need to recalc after initial voxelization, or regulate recacls per x seconds and per y distance.

That looks amazing :), great work, i have been testing some screen space solutions for GI and while look nice, i just think wasted so much time with them because are always flickering when moving around the map or create strange effects, so this should be perfect for my game.

When is the release planned ? Cant wait

Hi, thanks :slight_smile:

I plan to release in a few days, the goal is 8th July

** Lumina GI - Real time true global illumination ,** work on demos and presets for the store release.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)





** Lumina GI - Real time true global illumination ,** work on outdoors demo and test with big amounts of foliage and transparency. Photos show the area without LUMINA in top images and with LUMINA GI applied in bottom images of each image set.

The system will be upgradable from Sky Master ULTIMATE with a deep discount.

** ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit** - [Discount Offers]( [SAVE $600 UPGRADE OFFER!βœ…]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI page-58#post-8239473)