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References & Credits

XFSDK Light builds on published research and open source code. Thanks to the authors below.

Third-party code​

ComponentSourceLicense
SMAA shadersJ. Jimenez et al., github.com/iryoku/smaaMIT
RCASAMD FidelityFX FSR 1, github.com/GPUOpen-Effects/FidelityFX-FSRMIT
Screen space shadowsSony Bend Studio, bendstudio.com/siggraphApache 2.0
Developer menuTBImGui (optional plugin), Dear ImGuiMIT

Anti-aliasing​

  • J. Jimenez, J. I. Echevarria, T. Sousa, D. Gutierrez. SMAA: Enhanced Subpixel Morphological Antialiasing. Computer Graphics Forum (Eurographics 2012). iryoku.com/smaa
  • T. Sousa. Anti-Aliasing Methods in CryENGINE 3. SIGGRAPH 2011, Filtering Approaches for Real-Time Anti-Aliasing. iryoku.com/aacourse
  • T. Sousa, N. Kasyan, N. Schulz. Secrets of CryENGINE 3 Graphics Technology. SIGGRAPH 2011, Advances in Real-Time Rendering.
  • AMD. FidelityFX Super Resolution 1. gpuopen.com/fidelityfx-superresolution

Shadows​

  • G. Aldridge. Screen Space Shadows. Sony Bend Studio, SIGGRAPH 2023.

Global illumination​

  • Z. Majercik, J.-P. Guertin, D. Nowrouzezahrai, M. McGuire. Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields. JCGT 8(2), 2019. jcgt.org/published/0008/02/01
  • Z. Majercik, A. Marrs, J. Spjut, M. McGuire. Scaling Probe-Based Real-Time Dynamic Global Illumination for Production. JCGT 10(2), 2021. jcgt.org/published/0010/02/01
  • NVIDIA. RTXGI-DDGI. github.com/NVIDIAGameWorks/RTXGI-DDGI
  • D. Wright. Dynamic Occlusion with Signed Distance Fields. SIGGRAPH 2015, Advances in Real-Time Rendering.
  • H. Halén, A. Brinck, K. Hayward, X. Bei. Global Illumination Based on Surfels. SIGGRAPH 2021, Advances in Real-Time Rendering.
  • R. Wang. SurfelPlus. github.com/WANG-Ruipeng/SurfelPlus
  • T. Roughton, P.-P. Sloan, A. Silvennoinen, M. Iwanicki, P. Shirley. ZH3: Quadratic Zonal Harmonics. I3D 2024.
  • P.-P. Sloan. Deringing Spherical Harmonics. SIGGRAPH Asia 2017 Technical Briefs.
  • T. Sousa. Fast as Hell: idTech 8 Global Illumination. SIGGRAPH 2025, Advances in Real-Time Rendering in Games.
  • H. Dammertz, D. Sewtz, J. Hanika, H. Lensch. Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination Filtering. HPG 2010.
  • C. Schied et al. Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination. HPG 2017.
  • D. Wright, K. Narkowicz, P. Kelly. Lumen: Real-time Global Illumination in Unreal Engine 5. SIGGRAPH 2022, Advances in Real-Time Rendering.

Engine​