dc.contributor.author | Sugihara, Masamichi | en_US |
dc.contributor.author | Rauwendaal, Randall | en_US |
dc.contributor.author | Salvi, Marco | en_US |
dc.contributor.editor | Ingo Wald and Jonathan Ragan-Kelley | en_US |
dc.date.accessioned | 2015-07-06T15:26:46Z | |
dc.date.available | 2015-07-06T15:26:46Z | |
dc.date.issued | 2014 | en_US |
dc.identifier.isbn | 978-3-905674-60-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/hpg.20141100 | en_US |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg.20141100 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Layered Reflective Shadow Maps for Voxel-based Indirect Illumination | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |