i
i
i
i
i
i
i
i
3. Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing 171
3. The use of a binary 3D grid that could be generated by a scattering pixel
shader and the use of the SM5 instruction for an atomic binary or opera-
tion (InterlockeOr()). Early experiments show that this is feasible and
fast, but the resulting blocked indirect light is not stable for low enough
resolutions of the binary 3D grid.
4. Instead of computing the accumulated contribution of blocked VPLs for
each pixel, it would be possible to compute a spherical harmonics projection
of the blocked indirect light of a distribution of VPLs at the center of each
cell of the 3D grid. For a given screen pixel one could reconstruct a smooth
approximation of the blocked indirect light from the tri-linear interpolation
of eight sets of the spherical harmonics coefficient of the eight relevant grid
cells.
Bibliography
[Dachsbacher and Stamminger 05] Carsten Dachsbacher and Marc Stamminger. “Re-
flective Shadow Maps. ” In Proceedings of the 2005 Symposium on Interactive 3D
Graphics and Games, I3D ’05, pp.203–231. New York, ACM, 2005.
[Dachsbacher and Stamminger 06] Carsten Dachsbacher and Marc Stamminger.
”Splatting Indirect Illumination.” In Proceedings of the 2006 Symposium on In-
teractive 3D Graphics and Games, I3D ’06, pp. 93–100. New York, ACM, 2006.
[Eisemann and D´ecoret 06] Elmar Eisemann and Xavier D´ecoret. “Fast Scene Voxeliza-
tion and Applications.” In Proceedings of the 2006 Symposium on Interactive 3D
Graphics and Games, I3D ’06, pp. 71–78. New York, ACM, 2006.
[Kapalanyan 09] Anton Kapalanyan. “Light Propagation Volumes in CryEngine 3.“
In Advances in Real-Time Rendering in 3D Graphics and Games Course -
SIGGRAPH 2009. Available online http://www.crytek.com/cryengine/cryengine3/
presentations/light-propagation-volumes-in-cryengine-3, 2009.
[Kapalanyan and Dachsbacher 10] Anton Kaplanyan and Carsten Dachsbacher. ”Cas-
caded Light Propagation Volumes for Real-Time Indirect Illumination,” In Pro-
ceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics
and Games, I3D ’10, pp. 99–107. New York: ACM, 2010.
[M¨oller and Trumbore 97] Thomas M¨oller and Ben Trumbore. “Fast, Minimum Storage
Ray/Triangle Intersection,” journal of graphics tool 2:1 (1997), 21–28.
[Ritschel et al. 08] T. Ritschel, T. Grosch, T. M. H. Kim, H.-P. Seidel, C. Dachsbacher,
and J. Kautz. ”Imperfect Shadow Maps for Efficient Computation of Indirect Illu-
mination.” ACM Trans. Graph. 27:5 (2008), 129:1–129:8. .
[Ritschel et al. 09a] T. Ritschel, T. Grosch, and H.-P. Seidel. ”Approximating Dynamic
Global Illumination in Image Space.” In I3D ’09: Proceedings of the 2009 Sympo-
sium on Interactive 3D Graphics and Games, I3D ’09, pp. 75–82. New York, ACM,
2009.