| HAL : inria-00480869, version 3 |
| DOI : 10.1145/1837026.1837049 |
| Voir la fiche détaillée | BibTeX,EndNote,... |
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| ACM SIGGRAPH 2010 Talks, Los Angeles, California : États-Unis (2010) |
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| Versions disponibles | v1 (05-05-2010) | v2 (20-07-2010) | v3 (19-11-2010) |
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| A Deferred Shading Algorithm for Real-Time Indirect Illumination |
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| Cyril Soler 1, 2Olivier Hoel 1, 2 |
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| (01/08/2010) |
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| We present a deferred shading algorithm for computing screen-space multi-bounce indirect illumination with visibility, in real time. For each frame, we compute mipmapped G-Buffers of depth, normals, illumination and voxelized geometry. To each mipmap level we apply a single shader that gathers screen-space illumination using local Monte-Carlo integration. We upsample the illumination for all levels and smoothly combine them together. Our calculation is approximate but does not show artifacts, because it relies on noise-free Monte-Carlo integration of incoming illumination and temporal filtering. Our method simulates arbitrary distant illumination including visibility at a very low cost, because we only perform local texture lookups during computation. Besides, its deferred shading nature makes it independent of geometric and lighting complexity. |
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| 1 : | Laboratoire Jean Kuntzmann (LJK) |
| CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Université Pierre Mendès-France - Grenoble II – Institut Polytechnique de Grenoble | |
| 2 : | ARTIS (INRIA Grenoble Rhône-Alpes / LJK Laboratoire Jean Kuntzmann) |
| CNRS : FR71 – INRIA – Laboratoire Jean Kuntzmann – CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble - INPG | |
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| Domaine | : | Informatique/Synthèse d'image et réalité virtuelle |
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| inria-00480869, version 3 | |
| http://hal.inria.fr/inria-00480869 | |
| oai:hal.inria.fr:inria-00480869 | |
| Contributeur : Nicolas Holzschuch | |
| Soumis le : Lundi 15 Novembre 2010, 13:37:55 | |
| Dernière modification le : Vendredi 26 Novembre 2010, 12:17:46 | |