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Final Gather
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Classroom Contents
Inside Unreal - Lumen
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- 1 Countdown
- 2 News
- 3 Karma Earners
- 4 Community Spotlights
- 5 Inside Unreal Graphic Intro
- 6 Stream Introductions
- 7 Presentation
- 8 Lumen Goals
- 9 Lumen Features
- 10 Lumen Settings
- 11 Main Controls
- 12 How Lumen Works
- 13 Hybrid Tracing Pipeline
- 14 Mesh Distance Fields
- 15 Surface Cache
- 16 Visualize LumeScene
- 17 Optimization
- 18 Software Tracing Limitations
- 19 Hardware Ray Tracing
- 20 Final Gather
- 21 Ray Traces are Slow
- 22 Screen Space Radiance Caching
- 23 Heavily Downsampled Tracing
- 24 World Space Radiance Caching
- 25 Tracing Summary
- 26 Lumen Final Gather
- 27 Reflections
- 28 Lumen Reflections
- 29 Reflections with HW Tracing
- 30 Lumen Reflections vs Ray Traced Reflections
- 31 Best Practices
- 32 Emissive
- 33 Base Color
- 34 Indirect Lighting Intensity
- 35 Surface Cache
- 36 Platforms
- 37 Performance
- 38 Hope to have for 5.0 Release
- 39 Feedback
- 40 History of Lumen
- 41 Lumen Content Examples
- 42 Quick Break Start
- 43 Quick Break End
- 44 Question and Answers Session
- 45 Information and Stream Wrap Up