Quantcast
Channel: Intel Developer Zone Articles
Viewing all articles
Browse latest Browse all 3384

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

$
0
0

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

Masamichi Sugihara, Randall Rauwendaal, and Marco Salvi
Intel Corporation

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.

Preprint paper: Layered Reflective Shadow Maps for Voxel-based Indirect Illumination [PDF 13.2MB]

Video: Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

Citation: Masamichi Sugihara, Randall Rauwendaal, and Marco Salvi, Layered Reflective Shadow Maps for Voxel-based Indirect Illumination, Preprint


Viewing all articles
Browse latest Browse all 3384

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>