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dc.contributor.authorSugihara, Masamichien_US
dc.contributor.authorRauwendaal, Randallen_US
dc.contributor.authorSalvi, Marcoen_US
dc.contributor.editorIngo Wald and Jonathan Ragan-Kelleyen_US
dc.date.accessioned2015-07-06T15:26:46Z
dc.date.available2015-07-06T15:26:46Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-60-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20141100en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg.20141100
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleLayered Reflective Shadow Maps for Voxel-based Indirect Illuminationen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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