Tobias Alexander Franke

Scalable Global Illumination for O3DE

Implementing global illumination for games at scale (on mobile devices and up to high end PCs) is a hard problem. O3DE currently uses DDGI as a solution to provide both baked and real-time global illumination. However several key issues need to be addressed before this system is ready for production. In this talk I want to address those issues:

  • Scalability and streaming
  • Authoring with small or thin objects
  • Probe aliasing
  • Volume overlaps and blending
  • Baking large scenes
  • Strange mixtures of baked and real-time probe based volumes
  • Baked lighting variants for day-night cycles or similar setups
  • Re-using visibility buffers for other effects
  • Going beyond diffuse GI

The idea is to highlight each issue, present a small solution (not necessarily the solution) based off experience from developing similar volume based GI systems in other engines, and make more people from the community - both artists and programmers - aware of these issues so we can collectively come up with a proper system that has an easy workflow and provides great results when computing GI for a project. The talk will close with an outlook to some experiments, novel workflows and how the same system could be used to provide GI for large open worlds, maybe even on mobile devices.

Conference Publication

Five years at Unity

My name is Ozymandias In one of the more bizarre hiring encounters I’ve experienced, I sit together with my family at lunch when I receive a Twitter message followed by an email that can be paraphrased as Saw your online profile, would you be interested in joining Unity? A couple...

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Notes Unity

The Heretic

The Heretic is a short film created by Unity’s Demo team. After debuting its first part at GDC 2019, the completed short is now available to watch in its entirety. The Unity Demo team’s mission is to push the boundaries of what is visually possible with Unity. With The Heretic,...

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Static Lighting with Light Probes

In 2019.2, we removed the Lightmap Static Flag, replacing it with the Contribute Global Illumination Flag. We also introduced the ability to choose whether Global Illumination is received from Lightmap or Light Probes. These changes can have a huge impact on your baking performance, quality of Scene lighting, and more!...

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Unity Lightprobes

In praise of syndication

The web is terrible Useful things tend to become invisible over time. I have a router running OpenBSD that I had not touched in a while. One day I logged in and got curious. $ uptime 12:26PM up 1583 days, 2:33, 1 user, load averages: 0.13, 0.12, 0.08 It had...

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