These types of moving objects are called platforms in 3DWorld. They're named after the platforms used for doors and elevators in the Forge map editor for Marathon, a game I played in college long ago. 3DWorld platforms can move in any direction, and can be used for doors, elevators, crushers, machines, etc. Custom triggers can be attached to platforms to control them. These triggers can be activated by the player, or can be proximity sensors triggered by the player or smiley AIs. The example door shown in the images and video below are activated by four player controlled switches placed on the walls by the door. I even made the switches an emissive yellow color so that they can easily be seen in the dark.
Back to lighting. I briefly considered storing precomputed lighting values for several intermediate points along the platform's motion. There are some problems with this approach. One issue is that a small number of precomputed points doesn't provide a very accurate interpolation across the lighting values as the platform moves. A large number of points takes too much CPU time to compute and too much disk space to store. Also, the number of blocks of saved lighting data increases exponentially as multiple interacting platforms are added. For example, if the scene contains two adjacent doors A and B, they may interact with each other. Door A might block most of the light reaching door B. If they're both in series along the same hallway, light won't reach the end of the hallway unless both doors are open. This is difficult to automatically detect just by looking at the geometry of the doors and the hallway. We instead need to store a minimum of four lighting states: {A and B closed, A and B open, A open B closed, A closed B open}. If there are three doors, we need 8 states. It quickly gets out of control as the data scales exponentially with the number of doors/platforms.
This problem is similar to the one discussed at the end of this blog post for the game "The Witness". I remember reading about the exponential combination problem on their blog somewhere, but I can't seem to find it now. However, their indirect lighting system is entirely different from the one used in 3DWorld, so the trade-offs are also somewhat different.
My second idea was to cache the rays intersecting any possible position of each platform, and sort out which rays are blocked at runtime, based on the current door position(s). The platform is expanded to cover the union of it's possible positions by extending it in a line between it's start and end points. This proxy object is added to the bounding volume hierarchy prior to ray tracing. Then, when computing indirect lighting, any ray that could hit the platform in any of its possible positions will hit this proxy geometry. All rays intersecting the proxy are terminated (no longer propagate) and stored in a file on disk. This process is only done once, after which the file is loaded and its data reused. At the end, the proxy is removed and replaced with the actual platform in its initial position. All saved rays are re-cast, and any rays not intersecting the platform position add reflected indirect light to the scene. This additional light "L" represents the initial/nominal lighting of the scene, and is saved to the precomputed indirect lighting file for future use.
When the platform moves, the rays need to be re-evaluated to determine which ones are blocked by the platform in its updated position. The simplest approach is to remove the contribution of "L" from the scene and recompute it using the new platform position. While this works, and is simple, it's not a very good solution. Every ray would need to be re-cast every frame the platform is moving. This kills the frame rate, and makes the game unplayable. Clearly, an incremental approach is needed.
The key observation is that the platform moves slowly relative to each game frame and lighting changes incrementally. A door doesn't open or close in a single frame. If it takes one second to move across its path, and the game is running at 60 FPS (Frames Per Second), we can spread the lighting update across all 60 frames to get a nice smooth framerate. The trick is to determine which rays change state from blocked to unblocked between the previous and current frames. This can be done by testing each saved ray against the platform's bounding volume, which is very easy to parallelize across multiple threads. In most cases, the vast majority of rays are either blocked or unblocked in both frames. Only a small fraction of rays will change state, and only these rays need to be re-cast to update the lighting values.
[Note that I'm ignoring rays that intersect the platform at different points in the previous and current frames, even though the reflected lighting will change. In practice the error introduced by this is insignificant compared to the magnitude of the transmitted rays, especially if the platform is a dark, non-reflective color. I'm also ignoring rays that reflect off the same platform multiple times, as again their contribution to the full lighting solution should be negligible. Light rays lose their energy quickly when reflecting off multiple diffuse objects.]
Rays that were previously blocked but become unblocked this frame can be transmitted through the scene, and recursively reflected off other objects as they are in the precomputed ray tracing phase. If the same random seeds are used as in the precomputation phase, the rays will be exactly the same, and the lighting will look as if these rays were never blocked in the first place. Any rays that newly become blocked have their weights/colors negated so that they remove light from the scene during ray tracing. The platform is temporarily removed from the bounding volume hierarchy, and ray tracing proceeds as usual with the negative rays. This will cancel out the light that was added when these rays were included in the lighting solution earlier. When the platform moves back to its original position, everything happens in reverse, where all rays have weights negated from what they were in the forward motion of the platform. Therefore, the lighting solution will converge to the original/nominal value once the platform comes to rest. In reality there is a small amount of floating-point error, and maybe some non-determinism from using multiple threads without locking or atomic operations. But, after dozens of door open/close cycles, I can't see any visual difference in the lighting.
Okay, that's enough text. How about some images? I don't really have anything too exciting to show this time. Here is a screenshot of the basement, with the basement door open. The only light source is the sky and indirect sunlight coming in through the door. Sorry the image is so dark. The door is very small compared to the enormous room, so it doesn't get very bright in here. At least it's realistic lighting for such a room.
Basement with door open, letting the outside indirect light in. |
And here is the same viewpoint with the basement door closed.
Basement with door closed, blocking most of the outside indirect light. A small amount of light is leaking from the door. |
The basement should be completely black, except for the tiny emissive yellow door switches. The small amount of leaked light on the right side of the door is due to the way the 3D light volume texture is sampled in the fragment shader. Lighting is linearly interpolated across voxels (3D texture pixels), which produces a smooth transition from light to dark along thin objects such as the door. Since the walls are at least one light voxel in width, they properly block all of the light.
Here is a view from the outside looking into the basement, with the door in the process of closing. The basement is partially lit in this case, where the right side of the basement is slightly brighter than the left side because the door is open on the right.
Closeup of the basement door half-way closed, seen from the outside looking in. |
It's easier to see the smooth transition in a video. Lighting is updated incrementally each frame the door is moving. As long as the door moves slowly enough, only a small number of rays need to be recomputed per frame. Lighting updates have a minimal impact on frame rate. This particular door has a total of 96K intersecting light rays and moves over the course of 1.6 seconds, taking an average of only 1.3ms of realtime with 8 threads across 4 CPU cores (0.9ms for ray tracing and 0.4ms for GPU texture update).
I'll hopefully add some more dynamic lighting platforms later, once I get the system properly tuned. This same solution should be general enough that it works for a wide variety of platforms.
The next step is to make this system work with fixed position static light sources such as room lights. It would be interesting to see a closet light that can be turned on and off, so that when the closet door is open and the light is on it indirectly lights the adjacent room. After that, I could try to make this work with dynamic point light sources, such as explosion effects. Of course, I haven't even gotten the regular static indirect lighting working in this case, so it could take significant effort.
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