Volumetric Vector-Based Representation for Indirect Illumination Caching
Résumé
This report presents a volumetric representation that captures low-frequency indirect illumination, structure intended for efficient storage and manipulation of illumination caching and on graphics hardware. It is based on a 3D texture that stores a fixed set of irradiance vectors. This texture is built during a preprocessing step by using almost any existing global illumination software. Then during the rendering step, the indirect illumination within a voxel is interpolated from its associated irradiance vectors, and is used by the fragment shader as additional local light sources. The technique can thus be considered as following the same trend as ambient occlusion or precomputed radiance transfer techniques, as it tries to include visual effects from global illumination into real-time rendering engines. But its 3D vector-based representation offers additional robustness against local variations of geometric of a scene. We also demonstrate that our technique may also be employed as an efficient and high quality caching data structure for bidirectional rendering techniques.
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