Title: Interactive Indirect Illumination Using Voxel Cone Tracing

Added: Jun 24, 2011

Author: CyrilCrassin

Duration: 4:48

Description:
We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on-the-fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and Glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance thanks to an interactive octree voxelization scheme, hereby allowing for complex scenes and dynamic content. This technique was presented at Pacific Graphics 2011 and published in CGF: http://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing More info in our I3D2011 Poster: http://maverick.inria.fr/Publications/2011/CNSGE11/ Our Siggraph 2011 presentation: http://maverick.inria.fr/Publications/2011/CNSGE11a/

Channel: Tech

Tags: global illumination  indirect lighting  voxel  sparse voxel octree  cone tracing  gigavoxels 




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