A Deferred Shading Pipeline for Real-Time Indirect Illumination
Abstract
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.
Domains
Graphics [cs.GR]
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ssil_Sig2010_Poster.160d653cb8ad491308e0fec689f29114.svn_184.pdf (205.86 Ko)
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Alone_DL_Glossy.png (676.33 Ko)
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Origin | Files produced by the author(s) |
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Format | Figure, Image |
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Format | Figure, Image |
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Format | Other |
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