Dynamic Voxel‐Based Global Illumination

dc.contributor.authorCosin Ayerbe, Alejandroen_US
dc.contributor.authorPoulin, Pierreen_US
dc.contributor.authorPatow, Gustavoen_US
dc.date.accessioned2025-03-07T16:48:24Z
dc.date.available2025-03-07T16:48:24Z
dc.date.issued2024
dc.description.abstractGlobal illumination computation in real time has been an objective for Computer Graphics since its inception. Unfortunately, its implementation has challenged up to now the most advanced hardware and software solutions. We propose a real‐time voxel‐based global illumination solution for a single light bounce that handles static and dynamic objects with diffuse materials under a dynamic light source. The combination of ray tracing and voxelization on the GPU offers scalability and performance. Our divide‐and‐win approach, which ray traces separately static and dynamic objects, reduces the re‐computation load with updates of any number of dynamic objects. Our results demonstrate the effectiveness of our approach, allowing the real‐time display of global illumination effects, including colour bleeding and indirect shadows, for complex scenes containing millions of polygons.en_US
dc.description.number1
dc.description.sectionheadersOriginal Article
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.15262
dc.identifier.issn1467-8659
dc.identifier.pages23
dc.identifier.urihttps://doi.org/10.1111/cgf.15262
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf15262
dc.publisherEurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd.en_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectrendering
dc.subjectglobal illumination
dc.subjectreal‐time rendering
dc.subject• Computing methodologies → Rendering; Ray tracing; Visibility
dc.titleDynamic Voxel‐Based Global Illuminationen_US
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