![]() These indirect or diffuse rays then act as newly cast rays, further crashing into other objects and illuminating them in the process, with the object redirecting them basically acting as a light source. This redirection of light rays by objects in different directions is known as indirect or diffuse lighting, while the redirected rays are called diffuse rays. For example, glossy (shiny) objects will reflect the ray, while opaque ones will simply block it and redirect it somewhere else. ![]() The rays will behave differently depending on the nature of the objects encountered. ![]() With ray and path-tracing, the light rays are cast from these sources, reaching various objects in the scene and illuminating them. In simple words, Global Illumination is the process of lighting or illuminating a scene by calculating the light emitted by luminant sources on and off the screen (by approximations or tracing its path). We’ll be comparing Lumen to conventional ray-tracing, and analyze the differences in the quality and performance of the two. In this post, we have a look at Lumen, the global illumination solution used by Unreal Engine 5 to bring realistic lighting to next-gen gaming on a budget. With Unreal Engine 5 and its Lumen and Nanite technologies, Epic is looking to extend its dominance in the video game industry. It was widely used by AAA giants like EA, Ubisoft, and Microsoft, as well as tons of indie studios. Epic’s Unreal Engine 4 was one of the most popular game engines of the last generation.
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