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Fundamentals of Radiance Cascades

Fundamentals of Radiance Cascades

9 comments

·October 26, 2024

Negitivefrags

This approach was originally developed by Alex Sanikov for Path of Exile 2.

Of course in PoE2 it's used in full 3d.

The benefit of this approach is that you get global illumination with a constant cost for the entire scene and because it doesn't use any temporal acculation, it has zero latency as well.

This means you can rely on it as the lighting for fast effects. For example: https://www.youtube.com/watch?v=p1SvodIDz6E

There is no traditional "lighting" added to these two effects. The light on the nearby surfaces is indirect light from the GI solution that you get for free by just spawning the particles. That means all effects just naturally emit light with no extra work from artists.

On my GPU (which is admittedly a 4090) the GI solution runs in 0.8ms for a 4k scene in "High" quality. This is exactly what it will always cost, no matter what scene you choose.

stonethrowaway

In the age of PoE is Diablo even relevant anymore?

cubefox

This article unfortunately presupposes understanding of (ir)radiance probes, a topic on which there isn't even a Wikipedia article...

wowxserr

So on my webcam there is a cover but it doesn't fully cover the webcam. So this technology would be able to infer something from the radiance of the light seeping in around the edges?

pornel

This is a rendering technique designed for real-time graphics, and it's not applicable to that kind of image analysis. It does what has already been possible with ray tracing, but using an approximation that makes it suitable for real-time graphics.

However, the technique has been used to speed up astrophysics calculations:

https://arxiv.org/pdf/2408.14425

justin66

They're waiting for you, Gordon. In the test chamber.

DaiPlusPlus

> In the test chamber.

Flashbacks to sitting the GRE

gclawes

Resonance cascade?

speed_spread

A gamble, but we needed the extra resolution.