The Enlighten SDK provides tools and libraries you can integrate with your engine to build the Enlighten lighting pipeline. Enlighten integrates with common methods of authoring a scene for a real-time renderer.
A typical renderer based on a hardware-accelerated API operates on a scene containing geometry in the form of triangle meshes. The definition of a mesh generally corresponds to the smallest unit of geometry that can be drawn with a single API call. Meshes can be composed together to form more complex objects or pieces of scenery. Some meshes are static, and others can move at runtime. Some meshes are rigid; others can be deformed by skeletal animations.
The two key components of the Enlighten pipeline are the Enlighten precompute and the Enlighten runtime.
Enlighten uses a version of the radiosity algorithm to compute indirect lighting. The Enlighten precompute divides surfaces of the scene into chunks, called clusters, and then computes visibility form factors between all pairs of clusters. The Enlighten runtime progressively solves the radiosity equation, with one bounce per iteration for an unlimited number of iterations.
Smaller cluster sizes provide greater accuracy in the indirect lighting, but increase the computation required in the precompute. For real-time rendering, relatively large clusters provide sufficient accuracy with minimal computation time.
The Enlighten runtime runs entirely asynchronously on the CPU alongside the main renderer, without blocking rendering. It's generally not necessary to update the indirect lighting at the full frame rate. Decoupling Enlighten updates from the rendering means you can tune performance by trading processing time for latency in the lighting. This is particularly useful when the renderer is already pushing the GPU to its limit to hit a fixed framerate target, such as 60FPS on consoles, or even 90FPS in VR/AR applications.
Though Enlighten offers complete control over all aspects of scene configuration, in practice, much of the configuration process should be automated. Before running the Enlighten precompute, you can change the lightmap resolution, light probe density and the location of cubemaps used for reflections. After the precompute, the lighting artist can iterate on the lighting setup with instant feedback on their changes. The artist can then tweak and experiment with the lighting until they get the result they want.
Updated for UE5.4 release.
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Contents may be edited and updated periodically.
Enlighten Beginner Tutorial
Enlighten Lighting:
Probes and Lightmaps
Enlighten Lighting:
Choosing the Correct Lighting Modes for a Scene
Area Lighting and Emissive Surfaces
Solving Common Lighting Issues with Enlighten
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