References & Credits
XFSDK Light builds on published research and open source code. Thanks to the authors below.
Third-party code
| Component | Source | License |
|---|---|---|
| SMAA shaders | J. Jimenez et al., github.com/iryoku/smaa | MIT |
| RCAS | AMD FidelityFX FSR 1, github.com/GPUOpen-Effects/FidelityFX-FSR | MIT |
| Screen space shadows | Sony Bend Studio, bendstudio.com/siggraph | Apache 2.0 |
| Developer menu | TBImGui (optional plugin), Dear ImGui | MIT |
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
- Epic Games. PSO Precaching for Unreal Engine. dev.epicgames.com/documentation/en-us/unreal-engine/pso-precaching-for-unreal-engine
- Epic Games. Lyra Sample Game, Common Loading Screen plugin.