Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

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Date
2014
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new per-light data structure called layered reflective shadow maps (LRSMs). We use voxel cone tracing for visibility determination and integrate outgoing radiance by performing lookups in a pre-filtered LRSM. Finally we demonstrate that our simple data structures are easy to implement and can be rebuilt every frame to support both dynamic lights and scenes.
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@inproceedings{
10.2312:hpg.20141100
https::/diglib.eg.org:443/handle/10.2312/hpg.20141100
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
}, editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
}}, author = {
Sugihara, Masamichi
and
Rauwendaal, Randall
and
Salvi, Marco
}, year = {
2014
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8679
}, ISBN = {
978-3-905674-60-6
}, DOI = {
10.2312/hpg.20141100
https://diglib.eg.org:443/handle/10.2312/hpg.20141100
} }
Citation