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Interactive Indirect Illumination Using Voxel Cone Tracing

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Uploaded by on Jun 24, 2011

We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a hierarchical voxel octree representation generated
and updated on-the-fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy.

Our approach can manage two light bounces for both Lambertian and Glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance thanks to an interactive octree voxelization scheme, hereby allowing for complex scenes and dynamic content.

More info in our I3D2011 Poster: http://artis.imag.fr/Publications/2011/CNSGE11/
Come to see our talk at Siggraph 2011 in Vancouver !
Tuesday, 9 August 9:00 am - 10:30 am | West Building, Rooms 109/110

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  • The hand freaks me out!

  • Beautiful!

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All Comments (66)

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  • stunning realtime effects fellas, congratulations. Well next question is how dificult will be importing your algorithm in diferents 3d engines. By the way, which engine did you use for testing on this videos?

    best regards,

    moho

  • Master Hand

  • so,, now we need to buy more NVIDIA videocards and expend a lot of money... or not??

  • es muy real. cual sera el siguiente nivel?

  • crysis pwn again

  • battlefield 3 fail

  • @obdeniye From their paper: "an NVIDIA GTX 480 system with an Intel Core 2 Duo E6850 CPU".

  • @OttoMotos The final image consists of just meshes. The voxels are only an internal representation for GI calculations. You need to think carefully about what you mean by 'real' and 'hardware/code-based'. Nothing you see on a computer screen is in effect 'real' - just pixels calculated based on data. Nothing more, nothing less.

  • @OttoMotos Reading their paper, only the hand SVO is updated every frame. Updating the static meshes takes 280ms. Lighting is injected separately. But the method they use for generating the SVOs is not the fastest approach. Other techniques based on 3D triangle rasterization directly into voxels work better for high voxel dimensions.

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