Olivier Therrien

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R&D Graphics Programmer at CDRIN

Our SSRT3 GI plugin for Unity is now open-source! Pull requests are welcome for new features or improvements.

https://github.com/cdrinmatane/SSRT3

GitHub - cdrinmatane/SSRT3: Real-time global illumination using screen-space information for Unity HDRP

Real-time global illumination using screen-space information for Unity HDRP - cdrinmatane/SSRT3

GitHub
Great survey of rendering techniques using bitmasks: https://www.ea.com/seed/news/coverage-bitmasks
Coverage Bitmasks for Efficient Rendering Algorithms

This presentation gives the humble old bitmask the attention it deserves. It discusses where they have been used creatively and where they can be used.

Electronic Arts Inc.
Screen Space Indirect Lighting with Visibility Bitmask

Horizon-based indirect illumination efficiently estimates a diffuse light bounce in screen space by analytically integrating the horizon angle difference between samples along a given direction. Like other horizon-based methods, this technique cannot properly simulate light passing behind thin surfaces. We propose the concept of a visibility bitmask that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. It can also do more accurate ambient lighting than bent normal by sampling more than one visibility cone. This technique improves the visual quality of ambient occlusion, indirect diffuse, and ambient light compared to previous screen space methods while minimizing noise and keeping a low performance overhead.

arXiv.org
Very nice Shadertoy implementation of our paper "Screen Space Indirect Lighting with Visibility Bitmask" by Mathis: https://shadertoy.com/view/dsGBzW. Well done!
Graphics Programming weekly - Issue 274 - February 12th, 2023 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-274/
Graphics Programming weekly - Issue 274 - February 12th, 2023 | Jendrik Illner - 3D Programmer

3D Programmer

It's based on GTAO and the idea is quite simple: Use a bitmask to represent the occlusion of sectors in a hemispherical slice. This allows light to pass behind thin surfaces and can be used to improve AO or implement SSGI.
Screen space indirect lighting with visibility bitmask - The Visual Computer

Horizon-based indirect illumination efficiently estimates a diffuse light bounce in screen space by analytically integrating the horizon angle difference between samples along a given direction. Like other horizon-based methods, this technique cannot properly simulate light passing behind thin surfaces. We propose the concept of a visibility bitmask that replaces the two horizon angles by a bit field representing the binary state (occluded/un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. It can also do more accurate ambient lighting than bent normal by sampling more than one visibility cone. This technique improves the visual quality of ambient occlusion, indirect diffuse, and ambient light compared to previous screen space methods while minimizing noise and keeping a low performance overhead.

SpringerLink
The preprint for our paper Screen Space Indirect Lighting with Visibility Bitmask is now available on arXiv: https://arxiv.org/abs/2301.11376
Screen Space Indirect Lighting with Visibility Bitmask

Horizon-based indirect illumination efficiently estimates a diffuse light bounce in screen space by analytically integrating the horizon angle difference between samples along a given direction. Like other horizon-based methods, this technique cannot properly simulate light passing behind thin surfaces. We propose the concept of a visibility bitmask that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. It can also do more accurate ambient lighting than bent normal by sampling more than one visibility cone. This technique improves the visual quality of ambient occlusion, indirect diffuse, and ambient light compared to previous screen space methods while minimizing noise and keeping a low performance overhead.

arXiv.org