Hierarchical Screen Space Indirect Illumination For Video Games

Cyril Soler 1 Olivier Hoel 1 Franck Rochet 2 Frederic Jay 2 Nicolas Holzschuch 1
1 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : Indirect lighting accounts for subtle but essential effects in virtual scenes, and plays a great role in our perception of geometry. It is especially wanted in video games, on fully dynamic scenes, where it greatly enhances the perceived realism. In this paper, we present a screen-space hierarchical algorithm for computing indirect lighting for animated scenes. Our algorithm is fully compatible with deferred-shading rendering engines for video games, and computes indirect lighting in less than 10 ms, leaving enough computation time for other gaming tasks, such as interaction and animation. Our algorithm works in two steps: first, we compute indirect illumination in screen-space at all possible scales, then we filter and combine together the illumination received at the different scales. We describe both the algorithm and its practical integration inside a commercial video-game rendering engine.
Type de document :
[Research Report] RR-7162, INRIA. 2009, pp.22
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Contributeur : Cyril Soler <>
Soumis le : lundi 21 décembre 2009 - 14:33:59
Dernière modification le : samedi 17 septembre 2016 - 01:36:05
Document(s) archivé(s) le : jeudi 30 juin 2011 - 12:01:43


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  • HAL Id : inria-00442462, version 1



Cyril Soler, Olivier Hoel, Franck Rochet, Frederic Jay, Nicolas Holzschuch. Hierarchical Screen Space Indirect Illumination For Video Games. [Research Report] RR-7162, INRIA. 2009, pp.22. <inria-00442462>



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