Unreal Engine 5 | Fun interior project

Unreal Engine 5 | Fun interior project

 

Unreal Engine 5’s fully dynamic global illumination and reflection system, which is enabled out of the box, is designed for the next-generation consoles and high-end visualizations beyond games like architectural visualization.

Global illumination

When light leaves a light source, it illuminates all of the surfaces visible from that light source; this is known as direct lighting in computer graphics. In real life, it doesn’t stop there though, it bounces off the surface, picking up the color of the surface as it goes. Light that bounces off of a rough surface in all directions is called diffuse indirect lighting or global illumination. Light that bounces specularly off a smooth surface is called a reflection. Eventually the light reaches your eye, or a camera, and forms an image.

In the past, global illumination, for most games, had to be solved in an offline process called lightmap baking, because it was too computationally expensive to be calculated in real time. In Unreal Engine, lightmaps are baked through CPU Lightmass or GPU Lightmass. Static lighting from lightmaps can provide very high quality, but requires long build times, and greatly constrains the game environment. Any action which changes the indirect lighting in a significant way, like moving a wall-mounted television, will leave lighting in an incorrect state.

Lumen solves global illumination at high quality, including effects like color bleeding and indirect shadows. Lumen supports infinite diffuse bounces, which are important in scenes with bright surfaces like the white paint in the scene below.

While Lumen is solving global illumination, it also solves sky shadowing, which causes indoor environments to be darker than outdoor ones.

Lumen simulates light bouncing around the scene in real time, enabling to change any aspect of the scene/world, with indirect lighting automatically updating. Actors can destroy large parts of levels, change the time of day, or flood a portion of the level and those changes will automatically propagate to the lighting. Game and Archviz developers as such can say goodbye to seeing the ‘LIGHTING NEEDS TO BE REBUILT’ message in the Unreal Editor. Everything is now effective and efficient in realtime.
https://youtu.be/nYVUr-bvuEA

 

The Surface Cache is a key optimization of Lumen, but also has content considerations. In particular, only meshes with simple interiors can be supported—walls, floors, and ceilings should all be separate meshes. Importing an entire room that includes furniture as a single mesh is not expected to work with Lumen.
By default, Lumen uses Mesh Distance Fields, a technique called software ray tracing, because it doesn’t require a video card with hardware support for ray tracing. Distance fields represent the surface of a mesh in a way that’s very fast to intersect rays with.

This is personal project of mine created from scratch in my spare time while practicing the outstanding next-gen Unreal Engine 5 Lumen GI and it’s lightning features.


I hope you enjoyed these several images.
There will be update soon!

Leave a Reply

Your email address will not be published. Required fields are marked *