Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
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.
BibTeX
@inproceedings {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}
}
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}
}