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dc.contributor.authorNalbach, Oliveren_US
dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorDavid Bommes and Tobias Ritschel and Thomas Schultzen_US
dc.date.accessioned2015-10-07T05:13:35Z
dc.date.available2015-10-07T05:13:35Z
dc.date.issued2015en_US
dc.identifier.isbn978-3-905674-95-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vmv.20151261en_US
dc.description.abstractSynthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat shading to a framebuffer - we demonstrate deep screen space and ambient occlusion volumes - to include indirect visibility. To this end we propose the bounced z-buffer: While a common z-buffered framebuffer, at each pixel, maintains the distance from the closest surface and its radiance along a direction from the camera to that pixel, our new representation contains the distance from the closest surface and its radiance after one indirect bounce into a certain other direction. Consequently, with bounced z-buffering, only the splat from the nearest emitter in one direction contributes to each pixel. Importance-sampling the bounced directions according to the product of cosine term and BRDF allows to approximate full shading by a simple sum of neighboring framebuffer pixels.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.titleThe Bounced Z-buffer for Indirect Visibilityen_US
dc.description.seriesinformationVision, Modeling & Visualizationen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/vmv.20151261en_US
dc.identifier.pages79-86en_US


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  • VMV15
    ISBN 978-3-905674-95-8

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