Masamichi Sugihara, Randall Rauwendaal, and Marco Salvi
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.
Preprint paper: Layered Reflective Shadow Maps for Voxel-based Indirect Illumination [PDF 13.2MB]
Citation: Masamichi Sugihara, Randall Rauwendaal, and Marco Salvi, Layered Reflective Shadow Maps for Voxel-based Indirect Illumination, Preprint
Product and Performance Information
Performance varies by use, configuration and other factors. Learn more at www.Intel.com/PerformanceIndex.