The slides for our huge Lumen presentation in the Advances course at Siggraph 2022 are now up! We presented all of our work on real-time Global Illumination in UE5 to date, with lots of inside info from 'The Matrix Awakens' demo.
@knarkowicz
@_pmkelly
Today Lumen Global Illumination and Reflections ship in Fortnite Chapter 4 on next gen consoles and PC. This is a huge milestone for Lumen, as it's the first time we've shipped it in a real game, with foliage, and running at 60fps.
Explore the future of interactive storytelling and entertainment with
#UE5
. Download ‘The Matrix Awakens: An Unreal Engine 5 Experience’ for free on
@PlayStation
5 and
@Xbox
Series X/S:
I reached 15 years at Epic today. When I started I was the 70th employee and I knew everyone by name. Things have changed a lot. I did significant rendering work on Unreal Engine 3, 4 and now 5. It's been stressful at times but I can't think of anywhere I'd rather be.
I've been obsessed with Dynamic GI since the start of my career but never got the time to fully focus on it...until now. I'm very proud to show our new Dynamic GI system, Lumen, which I've been working on together with
@knarkowicz
and
@GuillaumeAbadie
.
I'm honored to be part of a third major release of Unreal Engine, starting with Unreal Engine 3 back in 2006. Lighting has always been my passion, and I'm more proud of what we're accomplishing with dynamic lighting in Unreal Engine 5 than ever before.
After 17 years at Epic Games and an intense few years launching Lumen in UE5 with
@knarkowicz
, I'm in need of a break, so I'm going on an extended leave. Lumen isn't done of course, and work on it will continue, just without me for the time being.
Now that UE5 Early Access is out, I'm pretty anxious to watch people using Lumen in the wild for the first time. Achieving good quality GI in realtime required a stupid amount of complex algorithms, sometimes it feels like a small miracle when everything is working smoothly.
This was only possible with the hard work from a lot of people at Epic. On top of
@knarkowicz
and myself, there's Jian Ru, Tiago Costa,
@Mutantspoon
and the Fortnite art team, Eric McDaniel, and many others on the
@UnrealEngine
Rendering team and Fortnite tech team.
My slides from 'Radiance Caching for real-time Global Illumination' are now available. I put a ton of work into Lumen's Final Gather and the presentation, I think this represents my best work.
The video of my Siggraph 2021 talk on Lumen's Final Gather is now up on youtube.
This one was really hard for me to record, I'm used to talking to humans instead of looking into a camera lens.
@knarkowicz
and I wrote an Unreal Engine tech blog on shipping Lumen in Fortnite Battle Royale: Chapter 4. We cover the improvements made to handle foliage, Software Ray Tracing quality, optimizations for 60fps, and art direction controls.
#lumen
#ue5
The Lumen docs have been updated for 5.0 release, including all of the improvements since Early Access. We have new tools for visualizing the Lumen Scene, troubleshooting, and controls over Lumen's quality / performance tradeoffs.
I'm presenting 'Radiance Caching for Real-time Global Illumination', which is Lumen's Final Gather, in this year's Siggraph Advances course. Join me for a ridiculous amount of pretty pictures and diagrams!
For me this project was incredibly stressful, from watching Keanu say 'How do we know what is real?', and then realizing that we were going to have to deliver the rendering technology to back that up, but also incredibly motivating.
Join me in the Lumen Livestream on Thursday for an inside look at how Lumen works, how to troubleshoot issues and showing off some awesome community levels!
Another Inside Unreal presentation is right around the corner! ☀️
Join us on June 10 for a high level overview of Lumen, UE5’s Global Illumination and Reflections system.
We’ll be looking at community content and answering your questions:
The Lumen livestream is up on youtube
Some highlights:
How Lumen uses Ray Tracing at 21:52s
Final Gather at 47:50s
Best Practices at 102:20s
Lumen in last year's tech demo at 119
Lumen in Archvis at 129
Unreal Engine 5.0 Preview 1 is now out, and we have a thread for collecting Lumen feedback here:
Please try it out and report any issues, we have a very short window for fixing visual issues in time for 5.0 release.
Our latest tech blog, from
@EpicShaders
and
@knarkowicz
, puts the spotlight on Lumen, the fully dynamic global illumination and reflections system featured in
#UE5
. 💡
Get started here:
We cover our approach to Software Ray Tracing, Virtualized Surface Caching, Hardware Ray Tracing fast paths, Final Gathering and Reflection denoising. It's a monster at almost 200 slides packed with comparisons.
One of the best things about working at Epic is the art team, who absolutely killed it on this demo even though working with new tech and new workflows. Hats off to
@Feaneroh
, Art Director and the whole Special Projects Team at Epic.
@tillederdon
@UnrealEngine
In 5.2 you can enable r.Lumen.SampleFog to get fog applied in Lumen Reflections. Hopefully we can get that on by default in the future.
We also made a brand new Ray Tracing Performance Guide, covering all of the tools created by
@YuriyODonnell
and team for optimizing for Hardware Ray Tracing, which we used to ship 'The Matrix Awakens'.
We've done a lot of work on Lumen indoor quality, but not up to ArchVis quality standards. Very surprising to see these screenshots from
@ue4arch
's Rafael Reis. I think we can improve a lot from here for 5.0 release.
@DylserX
Yeah Lumen now gathers lighting from the backside of materials using the TwoSidedFoliage shading model, so you get light scattering through the leaf, picking up the SubsurfaceColor. It's more prominent on the underside of large leaves, with brighter SubsurfaceColor.
My presentation was only covering Lumen's Final Gather. There are many other important parts that make Lumen possible: Surface Caching, Software Ray Tracing and Hardware Ray Tracing that are also the work of
@knarkowicz
and
@_pmkelly
and others on Epic's Rendering Team.
Great stills from a forest valley scene by Douglas Davis from Sucker Punch, made with SpeedTree for
@unrealengine
. Check out the video at his Artstation:
Another Inside Unreal presentation is right around the corner! ☀️
Join us on June 10 for a high level overview of Lumen, UE5’s Global Illumination and Reflections system.
We’ll be looking at community content and answering your questions:
@jstubbles
We are working toward 60fps at this quality, but it's still early tech. Can already do 60 at lower quality. We'll have enough scalability knobs that games can choose the right tradeoff for themselves.
@DylserX
Those pockets of lit fog are noise that Lumen isn't solving well enough with the current settings. Some things to try:
1) tweak r.Lumen.TranslucencyVolume.MaxRayIntensity, lower settings reduce noise (but you lose light)
@tillederdon
Lumen picking up emissive is not meant to be replacing your manually placed lights...there's no way implicit sampling of Final Gather can compete with explicit sampling of area shadowing algorithms. We'll have to do something to make this work better out of the box
@_Jambax
Thanks James. It's been a career long obsession for me. Last console generation didn't have enough processing power to do high quality dynamic GI, outside of really game specific stuff, so I had to put it on hold.
@Froyok
@Morderkainer
Vulkan support probably in 5.0, there's no technical reason Lumen doesn't work on Vulkan, we just didn't get to it in this timeframe
@DylserX
2) crank up the quality (you'd add these in your DefaultScalability.ini under [GlobalIlluminationQuality
@3
])
r.Lumen.TranslucencyVolume.TracingOctahedronResolution=4
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution=16