Etd

Many-Light Real-Time Global Illumination using Sparse Voxel Octree

Public

Contenu téléchargeable

open in viewer

Global illumination (GI) rendering simulates the propagation of light through a 3D volume and its interaction with surfaces, dramatically increasing the fidelity of computer generated images. While off-line GI algorithms such as ray tracing and radiosity can generate physically accurate images, their rendering speeds are too slow for real-time applications. The many-light method is one of many novel emerging real-time global illumination algorithms. However, it requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this thesis, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-light algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly. A survey of current real-time GI techniques as well as details of our implementation using OpenGL and Shader Model 5 are also presented.

Creator
Contributeurs
Degree
Unit
Publisher
Language
  • English
Identifier
  • etd-121815-134638
Mot-clé
Advisor
Defense date
Year
  • 2015
Date created
  • 2015-12-18
Resource type
Rights statement
Dernière modification
  • 2021-01-04

Relations

Dans Collection:

Contenu

Articles

Permanent link to this page: https://digital.wpi.edu/show/bv73c059s