Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
Masamichi Sugihara, Randall Rauwendaal, Marco Salvi
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics, 2014, pp. 117--125.
Abstract: We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new per-light data structure called layered reflective shadow maps (LRSMs). We use voxel cone tracing for visibility determination and integrate outgoing radiance by performing lookups in a pre-filtered LRSM. Finally we demonstrate that our simple data structures are easy to implement and can be rebuilt every frame to support both dynamic lights and scenes.
@inproceedings{hpg.20141100,
author = {Masamichi Sugihara and Randall Rauwendaal and Marco Salvi},
title = {Layered Reflective Shadow Maps for Voxel-based Indirect Illumination},
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
pages = {117--125},
year = {2014},
}
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