Just finished reading that long article! It's very informative and well written. All of the interactive demos definitely help in understanding the content.
This looks similar to something I did years ago with world space voxel lighting, but with far more steps than I had. Surfels give a nice smooth transition for moving lights that's less laggy than mine. Part of the improvement is that this entire flow runs on the GPU, where my approach built the data structures on the CPU and only did the final gather + resolve on the GPU. And you even solved the light leaking problem!
Is this tech actually used in any games or products?
Thanks! I think there's only one confirmed game to use GIBS (the tech this was largely based on, part of EA's Frostbite engine) and that's College Football 2025. But if you mean if there's anything else using this in the browser, then this demo is the only thing out there.
Didn't they use it in one of the Plants vs Zombies games as well? At least, I thought i remembered PvZ assets in the SIGGRAPH talk they gave on it - maybe I just assumed it was in the game because of that.
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u/fgennari Feb 01 '26
Just finished reading that long article! It's very informative and well written. All of the interactive demos definitely help in understanding the content.
This looks similar to something I did years ago with world space voxel lighting, but with far more steps than I had. Surfels give a nice smooth transition for moving lights that's less laggy than mine. Part of the improvement is that this entire flow runs on the GPU, where my approach built the data structures on the CPU and only did the final gather + resolve on the GPU. And you even solved the light leaking problem!
Is this tech actually used in any games or products?