Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010
DOI: 10.1145/1730804.1730821
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Cascaded light propagation volumes for real-time indirect illumination

Abstract: Figure 1: Real-time rendering (58fps on a NVIDIA GTX285 at 1280 × 720 resolution) of the "Crytek Sponza" scene (262k triangles, available at http://www.crytek.com/downloads/technology/) using our method for indirect illumination with 3 cascades of light propagation volumes (LPVs, with 50, 25 and 12.5 meters grid spacing; the scene extend is about 37 × 15 × 22m 3 ). Lights, camera, and geometry can be fully dynamic. The time required for the computation of the indirect illumination is about 10 milliseconds only… Show more

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Cited by 117 publications
(103 citation statements)
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“…[Ihrke et al 2007] present a method for efficient light transport in refractive objects but changing lighting positions still requires seconds of update time. [Kaplanyan and Dachsbacher 2010] introduced light propagation volumes for indirect lighting and its extension [Billeter et al 2012] can deal with scattering effects in isotropic and homogeneous media.…”
Section: Related Workmentioning
confidence: 99%
“…[Ihrke et al 2007] present a method for efficient light transport in refractive objects but changing lighting positions still requires seconds of update time. [Kaplanyan and Dachsbacher 2010] introduced light propagation volumes for indirect lighting and its extension [Billeter et al 2012] can deal with scattering effects in isotropic and homogeneous media.…”
Section: Related Workmentioning
confidence: 99%
“…Kaplanyan and Dachsbacher introduced a volume-based method, the Cascaded Light Propagation Volumes [Kaplanyan and Dachsbacher 2010], where RSM-generated virtual point lights are injected into a volume texture. Instead of evaluating the low frequency indirect illumination from the VPLs at the surface points though, the method uses an iterative propagation scheme to transfer energy from voxel to voxel, taking into account occlusion caused by blocking voxels.…”
Section: Related Workmentioning
confidence: 99%
“…Mavridis and Papaioannou adopted a similar volume population approach [Mavridis and Papaioannou 2011], where occupancy and direct illumination of the geometry are injected into the volume as vertices of the tesselated geometry. Supplementary points are generated by injecting the view camera and RSM G-buffers into the volume, similar to [Kaplanyan and Dachsbacher 2010]. Ray marching at voxel level is subsequently applied to simulated global illumination with multiple bounces at a cost proportional to the volume size and sampling distance.…”
Section: Related Workmentioning
confidence: 99%
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“…SH has also been used in computer graphics applications: Cabral et al [1] first used SH to estimate the integral of the BRDF by expanding the bidirectional reflection coefficient in SH. More recently, Kaplanyan and Dachsbacher [13] used a lattice of harmonical functions to propagate indirect illumination in real-time.…”
Section: Introductionmentioning
confidence: 99%