Official Discord | Official Group | TPGI RE1 Post | Showcase
Demo
Keep in mind the ambient is 0,0,0 and there is no diffuse or specular, all lighting in shadows is done by TPGI, not by roblox.
Where can I get it?
Currently TPGI is by paid license only, Contact me for details.
Who already has it?
ULTEAM, āThose Developersā and Venture (obv) all have access to the system, ULTEAM and Those Devs both licenced the technology
How does it work
Im not going to go in depth here but to summarize, There is a cloud of probes that move around with the player, Each probe does a heavily optimized raytracing operation to figure out brightness and color which are projected back to the probe, in theory this should provide near physically accurate GI at a fraction of the cost.
You can find a HEAVILY stripped (slightly outdated) version of our raytracing library here. It has all of the optimizations removed and is super barebones.
Why is it paid licence only?
I have gouged my left eye out working on this and I need to pay for surgery. satire
In all seriousness this is the culmination of YEARS of learning and development, Starting with my old i2(TGI), i3(TGI) and i4(EGI) systems, moving to my more modern systems i5(TEGI), APGI 1 and into the latest generation (APGI2 and TPGI).
Also im genuinely broke rn to the point you can hire me for commission work
Where from here?
TPGI will continue to receive new versions until I develop a new architecture, In the meantime you can DM me about licencing the system.
For anyone curious about the other architectures, here is a rundown
TGI - Traci Global Illumination
i1, i2 and i3 fall under this architecture
TGI was/is the most rudimentary GI system I have ever made
In short ray bounces were hardcoded (bad) and wherever a ray
lands a traci is created (A light emitter, bad)
EGI + TEGI - Traced Enviornment Global Illumination
EGI fakes global illumination by using a bounds query for each probe. then calculating the lighting for that position.
TEGI switched out the bounds calculations for a simple hardcoded raytracer ripped from the TGI Family
APGI - Approximate Point Global Illumination
Used an early varient of the new raytracing library however it ran really badly and brought back traci. It was mainly used as a tech demo for the library since it was a TRUELY Physically accurate simulation.
APGI 2 is applied the traces to probes but suffered many of the same issues
TPGI
TPGI is a Fully rewrite of APGI 2 and the raytracing library, It introduces alot of optimization work, Fast Lighting Approximation and more.
RE2 optimized it further with new caching features and a partial rewrite
RE3 overhauls all the calculations for color, brightness and smoothing making it by far the most visually pleasing system yet. Aswell as a host of new creative config options for a greater amount of artistic control. (and even more optimization work)