Volumetric Vector-Based Representation for Indirect Illumination CachingReport as inadecuate

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1 LaBRI - Laboratoire Bordelais de Recherche en Informatique 2 IPARLA - Visualization and manipulation of complex data on wireless mobile devices Université Sciences et Technologies - Bordeaux 1, Inria Bordeaux - Sud-Ouest, École Nationale Supérieure d-Électronique, Informatique et Radiocommunications de Bordeaux ENSEIRB, CNRS - Centre National de la Recherche Scientifique : UMR5800 3 DIRO - Département d-Informatique et de Recherche Opérationnelle Montreal

Abstract : 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.

Keywords : Caching for Global Illumination Photon Mapping Particle Tracing

Author: Romain Pacanowski - Xavier Granier - Christophe Schlick - Pierre Poulin -

Source: https://hal.archives-ouvertes.fr/


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