Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller
{"title":"Voxel-based global illumination","authors":"Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller","doi":"10.1145/1944745.1944763","DOIUrl":null,"url":null,"abstract":"Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"45 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"71","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1944745.1944763","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 71
Abstract
Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.