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AVEVA™ XR Studio

FGI Concepts

  • Last UpdatedJan 24, 2023
  • 1 minute read

The First-bounce Global Illumination (FGI) rendering pipeline simulates lights and shadows in realtime.

  • The ambient part of the lighting equation is precalculated using LightProbes that capture the scene's Global Illumination.

  • The diffuse and specular part of the lighting equation are calculated in real-time by placing Lights inside the Scene.

  • The shadows are calculated using Cascaded Shadows Maps (CSM).

  • You can add Shadows Maps on top of, or instead, the Cascaded Shadows Maps.

  • Each of these parts can be turned on or off. Therefore, this pipeline can be used to render without any real-time lighting.

Requirements

The FGI pipeline requires that meshes are using the new Shader nodes (and not the old shaders, such as VcTxt).

Steps in process

  1. Multiple States

  2. Rendering features

  3. Scene Example

  4. Lighting Equation

  5. Self Diffuse

  6. Realistic Shadows

  7. ToneMap and Bloom

  8. Fog

  9. Particles

  10. GPU Profiler

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