Symposium on Interactive 3D Graphics and Games 2011
DOI: 10.1145/1944745.1944787
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Interactive indirect illumination using voxel cone tracing

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Cited by 56 publications
(39 citation statements)
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“…These methods can render caustics, unlike eye-path tracingbased methods (e.g., cone tracing [27,28]). …”
Section: Real-time Global Illuminationmentioning
confidence: 99%
“…These methods can render caustics, unlike eye-path tracingbased methods (e.g., cone tracing [27,28]). …”
Section: Real-time Global Illuminationmentioning
confidence: 99%
“…color and normal. Crassin et al [2011] compute ambient occlusion and indirect lighting by cone tracing in a sparse voxel octree. The cone tracing is performed by taking steps along the cone axis, with a step length corresponding to the cone radius, and accumulating quadrilinearly filtered voxel data.…”
Section: Previous Workmentioning
confidence: 99%
“…Both construction and traversal speed has reached impressive heights, which has enabled ray traced effects on top of a rasterized image in real time [Crassin et al 2011]. At high resolutions, SVOs are still much too memory expensive, however, and therefore their applicability has been limited to effects such as rough reflections and ambient occlusion where a low resolution is less noticeable, except at contact.…”
Section: Introductionmentioning
confidence: 99%
“…Voxel-based global illumination techniques (e.g. [Thiedemann et al 2011] or [Crassin et al 2011]) can perform an approximate light transport even for dynamic objects interactively. Since voxels are normally not aligned to the geometry, they may lead to objectionable artifacts such as light leaks or re-rasterization problems and are therefore very problematic for high-quality lightmap generation.…”
Section: Related Workmentioning
confidence: 99%