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Interactive indirect illumination using voxel cone tracing: a preview

Published: 18 February 2011 Publication History

Abstract

Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. In this paper, we present a novel real-time solution that calculates two light bounces - either glossy or diffuse - using a hierarchical voxel representation generated from a regular scene mesh. Our algorithm consists of two steps. First, direct illumination information (energy and direction) is emitted from dynamic area light sources and splatted into the voxel hierarchy, accounting for possible occluders. Secondly, we draw the scene mesh and compute the illumination in the pixel shader by combining the direct illumination and the indirect illumination received from the rest of the scene. For the latter, our approach employs an approximate voxel cone tracing to efficiently collect visibility and light in the hierarchical voxel representation of the scene. Our solution offers real-time and almost geometry-independent performance with a high visual quality for complex scenes with diffuse, as well as glossy surfaces.

Reference

[1]
Crassin, C., Neyret, F., Lefebvre, S., and Eisemann, E. 2009. Gigavoxels: Ray-guided streaming for efficient and detailed voxel rendering. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D).

Cited By

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  • (2024)Dynamic Voxel‐Based Global IlluminationComputer Graphics Forum10.1111/cgf.15262Online publication date: 2-Oct-2024
  • (2024)SAwareSSGI: Surrounding-Aware Screen-Space Global Illumination Using Generative Adversarial NetworksIEEE Access10.1109/ACCESS.2024.346710212(139946-139961)Online publication date: 2024
  • (2024)Path guiding for wavefront path tracing: A memory efficient approach for GPU path tracersComputers & Graphics10.1016/j.cag.2024.103945121(103945)Online publication date: Jun-2024
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cover image ACM Conferences
I3D '11: Symposium on Interactive 3D Graphics and Games
February 2011
207 pages
ISBN:9781450305655
DOI:10.1145/1944745

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 February 2011

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I3D '11
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I3D '11: Symposium on Interactive 3D Graphics and Games
February 18 - 20, 2011
California, San Francisco

Acceptance Rates

I3D '11 Paper Acceptance Rate 24 of 64 submissions, 38%;
Overall Acceptance Rate 148 of 485 submissions, 31%

Upcoming Conference

I3D '25
Symposium on Interactive 3D Graphics and Games
May 7 - 9, 2025
Jersey City , NJ , USA

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Cited By

View all
  • (2024)Dynamic Voxel‐Based Global IlluminationComputer Graphics Forum10.1111/cgf.15262Online publication date: 2-Oct-2024
  • (2024)SAwareSSGI: Surrounding-Aware Screen-Space Global Illumination Using Generative Adversarial NetworksIEEE Access10.1109/ACCESS.2024.346710212(139946-139961)Online publication date: 2024
  • (2024)Path guiding for wavefront path tracing: A memory efficient approach for GPU path tracersComputers & Graphics10.1016/j.cag.2024.103945121(103945)Online publication date: Jun-2024
  • (2023)PyNeRFProceedings of the 37th International Conference on Neural Information Processing Systems10.5555/3666122.3667760(37670-37681)Online publication date: 10-Dec-2023
  • (2023)OctoMap-RT: Fast Probabilistic Volumetric Mapping Using Ray-Tracing GPUsIEEE Robotics and Automation Letters10.1109/LRA.2023.33002278:9(5696-5703)Online publication date: Sep-2023
  • (2022)On-Tube Attribute Visualization for Multivariate Trajectory DataIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.3209400(1-11)Online publication date: 2022
  • (2022)Online Illumination Learning for Interactive Global Illumination in Augmented RealityIEEE Access10.1109/ACCESS.2022.321451610(109498-109509)Online publication date: 2022
  • (2022)Clustered voxel real-time global illuminationComputers and Graphics10.1016/j.cag.2022.01.005103:C(75-89)Online publication date: 1-Apr-2022
  • (2021)Advanced Rendering of Line Data with Ambient Occlusion and TransparencyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.302895427:2(614-624)Online publication date: Feb-2021
  • (2020)Spherical Gaussian Light‐field Textures for Fast Precomputed Global IlluminationComputer Graphics Forum10.1111/cgf.1391839:2(133-146)Online publication date: 13-Jul-2020
  • Show More Cited By

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