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#voxelconetracing#globalillumination#sparsevoxeloctree

Interactive Indirect Illumination Using Voxel Cone Tracing

Cyril Crassin

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  • Recommended by 2 people: 2 in engineering communities.
  • A classic. People kept recommending it from 2012 to 2016.
  • Presented by Cyril Crassin, researcher

Advanced. Deep dive for people who know the field.

154K views15 years ago2 recommendations

Graphics and audioRenderingGPUs, shaders and CUDA

Cyril Crassin demonstrates real-time global illumination using voxel cone tracing and sparse voxel octrees.

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. This technique was presented at Pacific Graphics 2011 and published in CGF: icare3d.org/research-cat/publications/interactive-indirect-i… More info in our I3D2011 Poster: maverick.inria.fr/Publications/2011/CNSGE11/ Our Siggraph 2011 presentation: maverick.inria.fr/Publications/2011/CNSGE11a/

Why it's here

2 people recommend this

What people say. Recommended as a landmark demonstration of real-time voxel cone tracing for global illumination.

Moments people linked to

u/moschelesin r/programming • Recommends

On “Ray Tracing in Real-time Games (Jacco Bikker's dissertation) [PDF]”

…owly" I mean it still takes a workstation about 20 minutes to render a single frame. 20 minutes is ages away realtime. Personally, I care little for the shoddy, speckley, noisy demos that are out there. Artists inside the game industry will never accept it. + Deferred Lighting http://en.wikipedia.org/wiki/Deferred_shading + Voxel Cone Tracing link to this video + Realtime pathtracing. link to this video…

u/_Friduricin r/GraphicsProgramming • Recommends

On “I made a real-time global illumination implementation using voxel cone tracing. What do you think?”

That is also very true. Good points. What I meant by scalability is that the voxel cone tracing part of the algorithm don't really care if there are a gazillion or 5 objects on the screen. But yea, dense meshes or large scenes can be problematic. For example, see Crassin's video demonstration of voxel cone tracing, where he renders a scenes with over 1M triangles without any problems: link to this video
1View on Reddit

u/jringstadin r/GraphicsProgramming • Mentions

On “[Theory] Voxelized Lights?”

I don't think this is really the state of the art anymore, but sounds a lot like voxel cone tracing link to this video