The Bounced Z-buffer for Indirect Visibility
نویسندگان
چکیده
Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat shading to a framebuffer – we demonstrate deep screen space and ambient occlusion volumes – to include indirect visibility. To this end we propose the bounced z-buffer: While a common z-buffered framebuffer, at each pixel, maintains the distance from the closest surface and its radiance along a direction from the camera to that pixel, our new representation contains the distance from the closest surface and its radiance after one indirect bounce into a certain other direction. Consequently, with bounced z-buffering, only the splat from the nearest emitter in one direction contributes to each pixel. Importance-sampling the bounced directions according to the product of cosine term and BRDF allows to approximate full shading by a simple sum of neighboring framebuffer pixels.
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