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SEGI (Fully Dynamic Global Illumination)

Discussion in 'Assets and Asset Store' started by sonicether, Jun 10, 2016.

  1. Oniros88

    Oniros88

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    As long as we can have basic specularity covered without relying on reflection probes while screen space reflections fills the rest it would be more than enough.
     
  2. Baldinoboy

    Baldinoboy

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    I agree. Just saying that without screen space reflections both Voxel GI and SDF GI reflections are not crisp representations of the reflected subject.

    For nature scenes do not think there is any issue with reflection quality. Only really an issue on shiny interiors where you might see a reflection of the area behind the camera.
     
  3. neoshaman

    neoshaman

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    But is there a solution for crisp reflection except expensive raytracing?
     
  4. nasos_333

    nasos_333

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    Reflection probes and planar screen space reflections for screen objects.
     
  5. Rensoburro_Taki

    Rensoburro_Taki

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    wow! This looks awesome! When will it be finished and how do you guys plan to release it? Really every pipeline? even my built in?
     
  6. nasos_333

    nasos_333

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    Baldinoboy likes this.
  7. iamtanmay

    iamtanmay

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    Yes, that's already possible with the transform follow of SEGI. You can make it follow your main character for example if its a 3rd person view.

    I did many performance related enhancements, basically dividing the render over several frames - cascades and combining it with screen space GI systems and making the entire thing available at different levels of quality/performance

    I don't know much about GI or shaders, but I am a programmer, so I could do some improvements.
     
    Baldinoboy likes this.
  8. nasos_333

    nasos_333

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  9. nasos_333

    nasos_333

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  10. Rensoburro_Taki

    Rensoburro_Taki

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    It's based on SEGI. Ok, I have the 1st mega issue I wanna point out:
    I need to record with Unity recorder in 8K, mean's there is no "real-time" at all, means a lot of time in between each frame, which brings every real-time GI solution to create a ghost effect of the GI from previous frame, when camera moves a bit faster, where both the previous as the current frame are not getting all the GI information before recorder writes.

    I would buy your solution immediately if I would know this works.
    Else, what SEGI was missing (because I worked with SEGI) is, the bigger the voxel grid, the lesser quality. So there were no extreme values possible to render a wider view with it, which is more interesting to me, since I don't need anything in "real-time". My runtime is the unity recorder, because I make a full featured film with it.

    Is there a way to test my issues with your Lumina?

    best regards
     
  11. nasos_333

    nasos_333

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    Hi, will do some testing on this and get back, have not tried it with offline renderer yet
     
  12. nasos_333

    nasos_333

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    Hi,

    Here is a sample of 8K recording in 1050GTX, the thing is that up to 4K is fine, but in 8K the update rate drops a lot in 1050GTX, so the GI seems more bright until reaches correct values. I don't have a new GPU to test it though with.



    This is 4K, it does indeed have some ghosting, but i think this is due to Unity recorder compression than the GI

     
    Last edited: Nov 15, 2022
  13. Rensoburro_Taki

    Rensoburro_Taki

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    Thanks a lot for testing and recording the videos. As I thought, the higher the load the more the ghosting, which makes it somehow logical, if it is not precalculated/baked there will always be a ghosting. And my scenes really do go to the max of my PC performance.

    It's hard to use a real-time engine as renderer. Thanks a lot again!
     
  14. nasos_333

    nasos_333

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    Hi, np, i want also do some testing with a renderer that will export images rather than compressed video with artifacts, so can better evaluate what is potential ghosting by the method and which is compression artifacts.

    Then will try test it on a good GPU rather than my 1050gtx, to see what this would produce. Will get back on those later.
     
  15. Rensoburro_Taki

    Rensoburro_Taki

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    With built in and unity recorder there seems to be, in my opinion only one way to pass the ghosting, by telling the recorder to delay the writing of the png frame for a given time of <x> seconds, when using image sequence as record output, as it is the only clean output form from all given. A script that just delays the writing of each frame would give the engine time to finish rendering the new image by automatically erasing the ghost fragments from the previous frame. Sadly I am not a programmer to be able to test the idea.

    However, at your point I guess the accumulation of your temporal filter might be set to a strong responsiveness, which causes the ghosting filters.
     
    Last edited: Nov 16, 2022
  16. nasos_333

    nasos_333

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    Interesting, will check it out as well and get back.
     
    Rensoburro_Taki likes this.
  17. nasos_333

    nasos_333

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    LUMINA GI new mode - Spot and Point lights global illumination, photos include 2-3 local lights and no Directional.




    Photos with 2-3 local ligths and directional combined.



    LUMINA GI used with Volumetric Lighting in Sky Master UTLIMATE


    LUMINA GI new mode - No Geometry Shader Approximation mode




    LUMINA GI new mode - Spot and Point lights global illumination

    An update on the system.

    Two new experimental modes have been added to LUMINA GI, one allows use without Geometry Shaders in Approximation Mode and another adds Spot and Point lights global illumination.

    Those can probably be adapted to Standard Pipeline SEGI as well, I plan to integrate them in Sky Master UTLIMATE SEGI version later.

    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Asset Store
     
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  18. Rensoburro_Taki

    Rensoburro_Taki

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    I must say your screenshots & videos are even more promising. Hm, a pitty I am broke now. Especially now, with the Unity 50% sale.
    • Did you made some tests with the temporal response?
    • Also, what bugs me with SEGI is, that where ever the camera points - with or without SEGI target - the SEGI box moves according to the camera movement, which causes jittery render spots when the camera moves. How stupid is that?! Would love to set even multiple boxes - but static, to render specific areas with different "segi-render-details" if you get my point? How would Lumina work?
    • I want to increase the voxel density to extreme values, for wider environments with a size of 500x500 units, since I am rendering via unity recorder and not playing stuff in real-time. Is this with Lumina possible? SEGI, somehow feels limited.
    • SEGI also brings horrible reflection renderer with it, which luckily can be turned off. What exactly does LUMINA support? Only GI ? Because that would be enough, already. However, I am asking because I couldn't find any information on the store page.
    • Here comes my biggest issue: LUMINA works only with URP. I def need built-in.
     
  19. nasos_333

    nasos_333

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    Hi,

    About temporal, i have worked on URP with a new temporal that works very well and thus had not continued with the SEGI integrated one for now. So have not tested this in both SRP or URP-HDRP.

    About the camera rotation, normally should not do this and i think i have not seen it in the URP version at least, when the camera rotates only (and not move or is not in follow mode) the solution seems 100% stable.

    This is for the LUMINA on URP, cant tell on SEGI in SRP as have not tested for this. I post a video showing the Temporal and camera rotate in URP LUMINA.

    The size is very simple to add an option for 512x3 3D texture, have already added in LUMINA, but should be trivial to add to SEGI, same for point and spot lights.

    The reflections can be turned off in all versions, those are mostly good for blurry reflections as they are limited by voxel size, that is why in LUMINA have added screen space reflections as well.

    The LUMINA system is for URP, i do have an optimized SEGI version included in Sky Master ULTIMATE, but have not tested the camera rotation issue, also not added yet spot and point lights.
     
  20. Ninlilizi

    Ninlilizi

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    I'm still alive.
    Took some time away from Unity to work on a custom C++ engine for a major platform.

    My current iteration is now running on Unitys DXR backend and might finally reach my standards to consider an Asset Store release soon.

     
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  21. nasos_333

    nasos_333

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    Last edited: May 22, 2023
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  22. DigitalAdam

    DigitalAdam

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    @nasos_333

    Lumina looks great. Will desktop VR be supported?
     
    nasos_333 likes this.
  23. nasos_333

    nasos_333

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    I have no plans yet for VR, as is much more complex to support, though i do plan to work a multipass VR mode for the URP version at some point. I have already converted some of my most complex effects in Sky Master ULTIMATE for that mode, but in standard pipeline, though i have a good idea what is needed and could apply to URP hopefully in LUMINA.
     
    DigitalAdam likes this.
  24. dahuilang

    dahuilang

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    when? And does it support mobile?
     
  25. nasos_333

    nasos_333

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  26. DGordon

    DGordon

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    HDRP version? I see the asset store says its URP only? Also, if it is going to be HDRP, what does this do better than the current SSGI provided by unity (and what worse)?

    Thanks!
     
    nasos_333 likes this.
  27. nasos_333

    nasos_333

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    Hi, the HDPR version is separate and there is $5 upgrade between the URP and HDRP ones.
    https://assetstore.unity.com/packag...rp-real-time-voxel-global-illumination-231711

    The HDRP does not have a voxel solution i think and is screen space approximation only, so is a different method altogether, e.g. SEGI and LUMINA not require reflection probes fallback to grab light outside the camera view or occluded, so cant make a direct comparison.
     
    Last edited: May 22, 2023
  28. DGordon

    DGordon

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    Whats the performance like compared to the built in SSGI for HDRP? That's a biggie for me, thanks.
     
  29. nasos_333

    nasos_333

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    I have not done a comparison with it, as i have never used it, so would not know where to start on such :)

    The system is very variable in performance by regulating the steps and adding temporal, as in all raymarching effects in general, also can control the extra textures scaling and has a downsample mode as well.

    All videos are from my 5 years old DELL XPS with 1050GTX GPU, so should be much faster on any modern GPU, that HDPR is targeting.
     
  30. nasos_333

    nasos_333

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  31. Rispat-Momit

    Rispat-Momit

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    Why is unity not using this as an answer to Unreal's Lumen?
     
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  32. nasos_333

    nasos_333

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  33. Baldinoboy

    Baldinoboy

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    Honestly I think it is because Unity realized they can not win the graphics fight so they are aiming for performance and ease of use. Then let the power users create or purchase 3rd party extensions for everything the Unity team do not want to tackle, like GI.
     
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  34. nasos_333

    nasos_333

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    I still enjoy working in Unity much more indeed, even though has become a slower experience than when using Unity 2019 which was the perfect balance of power and usability.

    So i think their strategy is still good enough, as Unreal is almost unusable still on my laptop. Just wish they had though about the whole pipelines deal a bit more, as are still missing basic things comparing to standard pipeline.

    URP is the fastest of the two, HDRP has a very big starting performance loss, mainly due to the materials. But URP can also look great, the above LUMINA video is from URP and works in a 6 years old DELL XPS 1050GTX GPU laptop.
     
    Last edited: Jun 6, 2023
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  35. Baldinoboy

    Baldinoboy

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    I agree. As a photoscanner I do like playing with Nanite in UE5 but I still prefer using Unity much more. Not fond of the pipeline situation but they are definitely improving.
     
  36. nasos_333

    nasos_333

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    TerraUnity and Baldinoboy like this.
  37. nasos_333

    nasos_333

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  38. nasos_333

    nasos_333

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    LUMINA GI URP combined with Sky Master ULTIMATE 2021 Ethereal volumetric lighting

    LUMINA GI URP system with fully procedurally changing geometry. The system does not require any form of pre-processing, as it is not using SDFs and everything is done in real time.
    LUMINA DEMOS (Windows):
    Separate Mushroom & Reflections Demos
    Combined Mushroom & Reflections Demo


    Latest progress on LUMINA GI URP v2.0
    Added a patch for native URP voxelization in Unity 2022.3 LTS & above. This is an experimental mode, from first tests seems to work exactly same as when using the Built In pipeline for voxelization. This mode is usable in Unity 2022 LTS and above, where proper Shader Replacement has been added in URP.

    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Asset Store
     
  39. marcrem

    marcrem

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    So this thread is now a "promote your lighting assets" thread I see :p
     
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  40. nasos_333

    nasos_333

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    The system is a direct port of SEGI to URP and HDRP, so i gather some users that would like that option may find it interesting. Now is also URP native, since URP got a proper shader replacement feature.
     
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  41. Baldinoboy

    Baldinoboy

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    Yeah, SEGI is dead and not coming back so might as well be a place for alternatives. Especially ones derived from SEGI.
     
  42. marcrem

    marcrem

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    Interesting, thanks for clarifying
     
    nasos_333 likes this.