Authors: Tobias Alexander Franke Implementing global illumination for games at scale (on mobile devices and up to high end PCs) is a hard problem. O3DE currently uses DDGI as a solution to provide both baked and real-time global illumination. However several key issues need to be addressed before this system is ready for production. In this talk I want to address those issues: Scalability and streaming Authoring with small or thin objects Probe aliasing Volume overlaps and blending Baking lar...