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. Right: We add participating media (single-scattering) effects rendering at 34 fps by ray marching through the LPV. The overhead for ray marching is about 18ms.
AbstractThis paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and spherical harmonics to represent the spatial and angular distribution of light in the scene. Our technique does not require any precomputation and handles large scenes with nested lattices. It is primarily targeted at rendering single-bounce indirect illumination with occlusion, but can be extended to handle multiple bounces and participating media. We demonstrate that our method produces plausible results even when running on current game console hardware with a budget of only a few milliseconds for performing all computation steps for indirect lighting. We evaluate our technique and show it in combination with a variety of popular real-time rendering techniques.