Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2019
DOI: 10.1145/3306131.3317015
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Incrementally baked global illumination

Abstract: Figure 1: A Many-Light Global Illumination approach is used to bake a compact light transport representation to a lightmap, while real-time frame rates are maintained. At any time, scene interactions (e.g., moving objects, adjusting lights) are allowed, and the illumination is seamlessly transformed from the old state to the new. A prioritizing update scheme resolves illumination errors in a way that the most significant changes are treated within the first seconds without noise or flickering artifacts.

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Cited by 9 publications
(5 citation statements)
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“…Ward et al [32] proposed to cache the results of the ray-tracing technique into a texture. However, with the advances of GPUs, it has been proven that the texture can also be incrementally generated in real-time [33]. Greger et al [34] proposed to cache the irradiance at discrete points in world space and use this data to compute the indirect illumination.…”
Section: Real-time Global Illumination Techniques a Rendering Equationmentioning
confidence: 99%
“…Ward et al [32] proposed to cache the results of the ray-tracing technique into a texture. However, with the advances of GPUs, it has been proven that the texture can also be incrementally generated in real-time [33]. Greger et al [34] proposed to cache the irradiance at discrete points in world space and use this data to compute the indirect illumination.…”
Section: Real-time Global Illumination Techniques a Rendering Equationmentioning
confidence: 99%
“…Light maps are used widely in games, and recent research efforts have explored efficient light map approximations [Luksch et al 2013[Luksch et al , 2019. Our work is largely orthogonal, and we use diffuse light maps computed offline with a modified path tracer.…”
Section: Related Workmentioning
confidence: 99%
“…In contrast to approaches like Binder et al's, our method projects the information available in path space to the according pixels in screen space, but puts the information from subsequent vertices to different layers, which are then filtered individually. Real-time glossy and specular reflections are improved by combining ray tracing with radiance probes and screen-space reflections in Hirvonen et al's work [43], while Luksch et al [44] propose a system for incrementally updating baked global illumination solutions in order to avoid visual disturbances such as flickering or noise. Their many-light GI algorithm is combined with appropriate data structures and prioritization strategies in order to compute differential updates for illumination states.…”
Section: Related Workmentioning
confidence: 99%