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A Deferred Shading Algorithm for Real-Time Indirect Illumination

Cyril Soler 1, 2 Olivier Hoel 1, 2 Frank Rochet 1
2 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
Abstract : 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.
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Submitted on : Wednesday, May 5, 2010 - 11:20:14 AM
Last modification on : Monday, November 8, 2021 - 9:48:06 AM
Long-term archiving on: : Thursday, September 16, 2010 - 1:21:56 PM


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  • HAL Id : inria-00480869, version 1


Cyril Soler, Olivier Hoel, Frank Rochet. A Deferred Shading Algorithm for Real-Time Indirect Illumination. ACM SIGGRAPH 2010 Full Conference DVD Rom, ACM Siggraph, 2010, Siggraph Talks. ⟨inria-00480869v1⟩



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