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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