NVIDIA VXGI 2.0: better quality of ambient lighting and lower consumption of resources
Important improvements to the NVIDIA VXGI 2.0 technology, which was presented at the GDC 2018 and where significant improvements are added in terms of lighting quality and performance is greatly improved.
During the Game Developer Conference we discovered the new Raytracing technology, which is nothing more than the tracing of rays of light in real time supported by Artificial Intelligence. The problem with this technology is that it only works with NVIDIA graphics that have Tensor Core or what is the same, the NVIDIA Volta of the professional sector. It is not the only great technology presented at GDC 2018, Voxel Global Illumination or VXGI 2.0, which is based on Sparse Voxel Octree Global Illumination, was also seen.
VXGI is not a new technology, it was presented a few years ago by Alexey Pantelev, senior technology development engineer at NVIDIA, who showed it at the GTX 2014. The problem with this technology is that it consumes resources which is wonderful and that has prevented that video game developers end up implementing it in the titles, since the cost is very high.
NVIDIA two years later introduced VXAO or Voxel Ambient Occlusion, a technology specially designed for environmental occlusion with improvements over other similar technologies, among which is a better image quality, a response to the movement of the camera smoother, details more fine and higher precision. VXAO is also more resource efficient than VXGI and has been implemented, for example in Rise of the Tomb Raider and Final Fantasy XV: Windows. Image quality is impressive, but still inefficient.
In the last GDC 18, NVIDIA and Pantelev have shown that they have not abandoned this technology and made a presentation to show the evolution of VXGI, which will jump shortly to version 2.0 and will have integration with Unreal Engine 4, one of the best graphics engines on the market.
VXGI 2.0 implements important enhancements, such as one-step voxelization, will offer support for custom G-Buffer layouts and View Reprojection for VR titles, simplified voxel formats, greater flexibility and simplicity in materials, simplification of controls plotting, temporal filters, among other improvements and corrections.
Source: wccftech



