DocumentCode
2401679
Title
Approximate Visibility Grids for Interactive Indirect Illumination
Author
Bashford-Rogers, Thomas ; Debattista, Kurt ; Harvey, Carlo ; Chalmers, Alan
Author_Institution
IDL, Univ. of Warwick, Coventry, UK
fYear
2011
fDate
4-6 May 2011
Firstpage
55
Lastpage
62
Abstract
The computation of indirect illumination is fundamental to simulate lighting within a virtual scene correctly and is critical when creating interactive applications, such as games for serious applications. The computation of such illumination is typically prohibitive for interactive or real-time performance if the visibility aspect of the indirect illumination is to be maintained. This paper presents a global illumination system which uses a structure termed the Approximate Visibility Grid (AVG) which enables interactive frame rates for multiple bounce indirect illumination for fully dynamic scenes on the GPU. The AVG is constructed each frame by making efficient use of the rasterisation pipeline. The AVG is then used to compute the visibility aspects of the light transport. We show how the AVG is used to traverse virtual point light sources in the context of instant radiosity, and demonstrate how our novel method enables interactive rendering of virtual scenes that require indirect illumination.
Keywords
real-time systems; virtual reality; approximate visibility grids; global illumination system; interactive frame rates; interactive indirect illumination; radiosity; rasterisation pipeline; real-time performance; virtual point light source; virtual scene; Geometry; Graphics processing unit; Image color analysis; Light sources; Lighting; Pixel; Three dimensional displays; Global Illumination; Graphics Hardware; Rendering;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on
Conference_Location
Athens
Print_ISBN
978-1-4577-0316-4
Electronic_ISBN
978-0-7695-4419-9
Type
conf
DOI
10.1109/VS-GAMES.2011.14
Filename
5962103
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