Nvidia vxgi 2.0, increased performance and high-quality lighting
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Raytracing grabbed all the attention at GDC 2018, but NVIDIA has also unveiled a new version of VXGI, its Voxel Global Illumination solution inspired by Sparse Voxel Octree Global Illumination (SVOGI) . As you may recall, VXGI was first introduced several years ago by NVIDIA Senior Technology Development Engineer Alexey Panteleev, who shared a presentation at the 2014 GPU Technology Conference. However, to date, no commercial game has implemented VXGI, in all probability due to its significant cost of performance.
VXGI is the advanced lighting and shading technique developed by NVIDIA
A couple of years later, VXAO (Voxel Ambient Occlusion) was introduced as a dedicated solution for environmental occlusion with several advantages over other similar technologies: superior image quality, smoother response to camera shake, finer details and Greater precision. VXAO is also much less resource intensive than Voxel Global Illumination and was implemented in Rise of the Tomb Raider, as well as in the recent edition of Final Fantasy XV: Windows. However, while providing superior image quality, performance is still not where it should be.
However, NVIDIA and Panteleev do not give up. At the recent Game Developers Conference 2018, he organized a presentation to show the progress in the development of VXGI, which will shortly lead to the launch of a new version 2.0 and integration with Unreal Engine 4.
VXGI 2.0 includes several improvements, such as one-step voxelization (which Panteleev says can almost double performance in most cases), support for custom G-Buffer designs, and View Reprojection for VR games, more voxel formats simpler, easier and more flexible materials, easier plot controls, improved time and magnification filters and several additional fixes.
Overall, this should make life easier for developers to implement VXGI 2.0 in games, having less impact on minor performance with higher image quality.
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