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Graphics [RELEASED] Lumina GI -Real time Voxel based global illumination for URP-HDRP, no SDFs baking

Discussion in 'Tools In Progress' started by nasos_333, Jun 30, 2022.

  1. nasos_333

    nasos_333

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    I see, so hardware is still not up there for complete raytraced result.

    I will be doing more tests with pushing the system in quality and post results asap
     
  2. nasos_333

    nasos_333

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    LUMINA HDRP





    LUMINA URP







    Lumina GI URP and HDRP, new demos and screen space reflections (HDRP native and URP with new system coming in next LUMINA URP version)

    The next LUMINA URP and HDRP versions with the above will be released later today.

    Lumina is a fully real time, voxel based, true global illumination system (not screen space and not require expensive reflection probes to fallback), that will keep the GI stable even if the light is out of the camera view, thus creating a fully realistic true GI representation.

    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)

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  3. nasos_333

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    Last edited: Sep 27, 2022
  4. nasos_333

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  5. Yanus3D

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    nasos_333 Would be nice if you will post some renders in override mode.
     
  6. nasos_333

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    Hi, sure, what is override mode ? Also which pipeline ?
     
  7. Yanus3D

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    For HDRP.
    This is override mode (RGB 220.220.220 , no reflections, no transparency, Light sources in original power):
    sofa_Polak_pouf_override.png
     
  8. nasos_333

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    Is there any documentation on how to activate this mode, i cant find something related in Unity docs from a first search.

    Thanks
     
  9. nasos_333

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    I made walls clean and removed all HDRP ambient and sky in volume to get a look at something similar, let me know if is something close to the needed representaton. Note this demo has a point light in the middle, will also check without it and send more images asap
     
  10. Yanus3D

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    It is possible to do override mode in Unity by Debugging/Lighting module but the easier way is simple to select all surfaces and setup them white color + metallic/smoothness at zero. You must cut off all reflections from the scene. Remember that HDRP/Lit surface has default smoothness at 0.5.
    Reflections are not important to test Global Illumination. Clean override mode shows the potential of Render Engine with all kinds of errors (or better, missing them) like Light Leaks, splotches, Contact Shadow issues, etc.
     
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  11. nasos_333

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    I see, i was testing with zero and 0.5 so far respectively, so will try with zero in both now and get back, i post some samples of the GI with sun passing through (and one image without the GI for reference). Also this above has LUMINA reflections activated.
     
  12. Yanus3D

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    nasos_333 Here is a simple Interior for testing.
    sofa_Polak_pouf_override.png
     

    Attached Files:

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  13. nasos_333

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    LUMINA HDRP Off

    LUMINA HDRP On

    Hi, i attached a 2ond test, with all materials at zero in both variables, no ambient and only bump mapping.

    Will be testing more as well and post more result asap.

    Will check on your interior as well.
     
  14. nasos_333

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    Last edited: May 7, 2024
  15. Yanus3D

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    Yes I know, that's why I see big potential in Voxel rendering....
     
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  16. nasos_333

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    Last edited: May 7, 2024
  17. Yanus3D

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    nasos_333 push more this Interior scene what I uploaded.
    generally, Interiors are highly demanded by Global Illumination due to their complexity. Exteriors themselves by poor environment complexity are very close to the Raytracing system without GI (most photons bounce one or two times before leaving the scene) That's why many developers of render engines like to show exteriors instead Interiors or using simple lighting by using only HDRi.
    If you want to test the render engine, test it in an Interior complex scene

    In the video, I see a lot of splotches, light leaks, and too strong color bleeding which is...really good according to the hardware that you use. Even if you will increase voxel density and fix those errors and get like 5-10 fps will be a success because imagine that scene on Ampere 3090+....;)
     
  18. nasos_333

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    Hi, i did a first test in HDRP with a 512x512x512 in voxel grid and get around 2-3fps, so the performance hit is exponential, i will check now for alternatives, like multiple 3D textures perhaps and the cascade system i work on and get back with more. Not sure how the 512x512x512 would fare in a much stronger system though, as my laptop might bottleneck and that is why goes so low.

    Also will test to see how the same is in URP, to get an idea of the HDRP extra overhead.
     
  19. nasos_333

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  20. nasos_333

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  21. nasos_333

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  22. nasos_333

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  24. Yanus3D

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    nasos_333 still waiting for this interior which I uploaded :cool:
     
  25. nasos_333

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    Hi, i had a first go with the model and post first results for reference :)
     
  26. Yanus3D

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    nasos_333 That's a good start! Area Light or LEM must fill that window and of course, photos must be produced by your engine (No area Light from Unity). It can be Physky also instead of Area Light. The quality must be raised strongly up but this I can do by myself if you will improve the engine.
     
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  27. nasos_333

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    You mean the whole window covered with an area like light to emulate the sun or just a local light ?
     
  28. Yanus3D

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    Yes.
    Since you do not have LightPortals (and probably you will never have) you must use not elegant solution by boosting Light from the outside by using Physical lights or LEM.
    LEM - Light Emitting Materials are more useful but more difficult to implement in Engine.
    Physical Lights (especially Environment without Sun) mostly is decorative do their limitations by the complexity of the scene.
     
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  29. nasos_333

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    I see, will try this aspect also asap

    I post few images of a new demo i work on also, with sun light through door
     
  30. nasos_333

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    Added mesh lights to emulate the sun, is this something close to the described effect ?
     
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  31. Yanus3D

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    This looks good:
    IkwLY2s.jpg

    Propagation of GI is correct (resolution of GI is low but this is no problem: more voxels density - better quality - low performance...remember that we talk about High-Quality, watch my example in Override Mode)
    If you will add LEM system (by Object or by Area Light from Unity) that would be great!
    Voxel rendering has a second life right now after many years of being abandoned and forsaken. Codders try back to this idea again and I saw really nice high-quality renders from voxels.

    That would be a nice target ;)

    roomC.jpg
     

    Attached Files:

  32. nasos_333

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    Nice, will try out to imbue more detail to the solution and get back asap.

    The room is 40m and GI volume 66m in this demo scene, so there is room to improve detail with the same resolution as well.
     
  33. nasos_333

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    Here is one image with 46m voxel distance that covers the room with more detailed voxels, for reference
     
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  36. Doomlaser

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  37. nasos_333

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  40. nasos_333

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    Sky Master ULTIMATE and Lumina GI, ARTnGAME research on integration of fluids interacting with the Voxelized world representation.

    The 3D fluid fire system is now fully integrated to the SEGI Global Illumination system rendering in Sky Master ULTIMATE and in LUMINA Global Illumination for URP - HDRP and the goal now is to input the voxel texture to the fire fluid for interaction of the fire with the world. Also inject the fire into the voxel volume for contribution in the global illumination.

    The video is software recorded in a 5 years old DELL XPS Laptop (1050GTX GPU).

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    Last edited: May 7, 2024
  41. nasos_333

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  42. nasos_333

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  43. sirleto

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    can you show a before and after comparison of normals please
     
  44. nasos_333

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    LUMINA HDRP - New smooth normals on in second image



    LUMINA URP - New smooth normals on in second image



    Hi, sure, the above images are from URP version.

    The new mode handles normals correctly, so both GI and ambient occlusion are calculated more precisely. I have left an option to use the previous mode too (when Smooth Normals is set to values other than one), for artistic options.

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    Last edited: May 7, 2024
  45. sirleto

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    thanks a lot :)

    i am already an owner of Lumina, can you tell me in which lines of code you made changes for the normals, i want to understand what it is - visually it makes a big difference!
     
  46. nasos_333

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    Hi, check inside the SEGI.shader, for the "smoothNormals" variable checks, i changed to be default the precision normals and checking this variable if different to one enable the other previous option.

    And indeed make a big difference as the previous way of sampling the normals was not correct, though gave some interesting artistic results in some cases, that is why kept it also as an option.
     
  47. nasos_333

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    Lumina GI URP - Massive quality and performance increase breakthrough, adding Temporal AA.

    The video shows the high quality voxel mode and full resolution buffers used together with the new Temporal AA module, which allows to get massive boost in frames per second with highest quality. Now the system can run in highest quality at 60-100fps on a 1050GTX !

    The video is software recorded in a 5 years old DELL XPS Laptop with 1050GTX GPU.

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    Last edited: May 7, 2024
  48. nasos_333

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    Lumina GI URP work in progress update:

    The system has been updated with two major fixes
    - Fixed an issue with the new Temporal AA, where build of game would result in white image
    - Fixed a memory leak when in scene view and do hierarchy search, with LUMINA on camera

    The update will be further tested and submitted for next LUMIAN update

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    Last edited: May 7, 2024
  49. nasos_333

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  50. Yanus3D

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    You getting slowly "there" ;)
    Please add Area Lights into the windows and some interior lights to see details.