inria-00480869, version 3
A Deferred Shading Algorithm for Real-Time Indirect Illumination
Cyril Soler
a, 1, 2Olivier Hoel
a, 1, 2Frank Rochet
b, 1
ACM SIGGRAPH 2010 Talks (2010) 18
Résumé : We present a deferred shading algorithm for computing screen-space multi-bounce indirect illumination with visibility, in real time. For each frame, we compute mipmapped G-Buffers of depth, normals, illumination and voxelized geometry. To each mipmap level we apply a single shader that gathers screen-space illumination using local Monte-Carlo integration. We upsample the illumination for all levels and smoothly combine them together. Our calculation is approximate but does not show artifacts, because it relies on noise-free Monte-Carlo integration of incoming illumination and temporal filtering. Our method simulates arbitrary distant illumination including visibility at a very low cost, because we only perform local texture lookups during computation. Besides, its deferred shading nature makes it independent of geometric and lighting complexity.
- a – INRIA
- b – EDEN GAMES
- 1 : Laboratoire Jean Kuntzmann (LJK)
- CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Université Pierre Mendès-France - Grenoble II – Institut Polytechnique de Grenoble - Grenoble Institute of Technology
- 2 : ARTIS (INRIA Grenoble Rhône-Alpes / LJK Laboratoire Jean Kuntzmann)
- CNRS : FR71 – INRIA – Laboratoire Jean Kuntzmann – CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble (INPG)
- Domaine : Informatique/Synthèse d'image et réalité virtuelle
- Versions disponibles : v1 (05-05-2010) v2 (20-07-2010) v3 (19-11-2010)
- inria-00480869, version 3
- http://hal.inria.fr/inria-00480869
- oai:hal.inria.fr:inria-00480869
- Contributeur : Nicolas Holzschuch
- Soumis le : Lundi 15 Novembre 2010, 13:37:55
- Dernière modification le : Vendredi 26 Novembre 2010, 12:17:46








Documents associés

Exporter