31 lines
2.3 KiB
Plaintext
31 lines
2.3 KiB
Plaintext
LUMINA: Voxel Based Global Illumination
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LUMINA: Voxel based Real time Global Illumination is a new sysem for true voxel based global illumination that will locally remain 100% stable, unlike screen space based solutions that flicker and have GI dissapear when the camera moves or rotates and looking away from the light receiving objects.
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The main manual is included in the same forlder as this README file and contains the latest updated manual for the system.
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LUMINA has a number of demos with assets that are not directly included in the store download for making downloading easier.
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The demo assets are freely avilable on the web.
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To properly see demos with all objects (house items, statues, sponza atrium) please downlone the assets from the following links
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Sponza HDRP CC0 (Converted to URP from https://github.com/radishface/Sponza) and Home assets collection CC0 license (Currated from https://polyhaven.com/models and https://opengameart.org)
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https://drive.google.com/file/d/1IERCKONJ21e2C5qOh6ICy2herYitUCS0/view?usp=sharing
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Danish Statues from Keijiro
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https://github.com/keijiro/DanishStatues
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For direct chat and help on any issue, please contact me via ARTnGAME Discord Channel (https://discord.gg/X6fX6J5)
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or the ARTnGAME support E-mail (artengames@gmail.com)
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LUMINA v1.2c NOTES
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- In this version two Temporal AA methods have been added to reduce noise, the default enabled is the "Temporal AA Feature"
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directly enabled on the sample forward renderer of LUMINA sample pipeline. The module can be fine tuned directly on the
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renderer. Make sure the jitter spead is low enough so the small camera movement needed for the temporal AA is not noticable.
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LUMINA v1.4a NOTES
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- In this version two new extra modes are available, one is a high contrast mode when put the Contrast variable to 20 (default is zero for normal operation)
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- The second mode is the "Approximation Mode" in Advanced Settings, this mode approximates the Voxelization stage that uses Geometry Shaders with the Vertex Shader
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which means is compatible with hardware that may not support Geometry Shaders. This is an experimental mode and not as accurate as the Geometry Shaders one, but
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can be useful in platforms that not support Geometry Shaders or for artistic effects as the solution give different lighting distribution than the main mode. |