What is Voxel in GI

VXGI technology divides the scene into lots of volume pixels in the shape of cubes, and take the voxels as the units to calculate the direct / indirect bouncing light data (no pre-processing needed).

The meshes in a voxel receive the same lighting intensity, therefore, the Deployment, Size and Amount of the voxels are crucial factors that influence the visual results.

  • GI Range: Each mesh in GI range receives and reflects bounce lights.
  • Voxel: In the GI Range, the scene is divided into small cube voxels, each cube is a unit for taking and giving the direct or indirect light data within the entire environment.
  • Anchor: The anchor is the center of the GI range to mark its location. It represents the center of the GI range, and is fixed in the scene to solve the flickering issue for real-time rendering. The flickering issues happen when the scene is repetitively auto-divided due to changing of the camera perspectives.

Actual Operation in iClone

By zooming out the camera, you can see the GI range (gray area).