A Fast Deferred Shading Pipeline for Real Time Approximate Indirect Illumination

نویسندگان

  • Cyril Soler
  • Nicolas Holzschuch
  • Olivier Hoel
  • Franck Rochet
چکیده

In this paper, we present a deferred shading algorithm for computing iapproximate 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. Key-words: Global Illumination, Real Time, Video Games ∗ INRIA Rhône Alpes † EDEN Games ‡ INRIA Rhône Alpes in ria -0 04 80 86 9, v er si on 2 20 J ul 2 01 0 Un Algorithme Rapide d’Eclairage Indirect Hierarchique en Espace Image Résumé : Nous présentons un methode de calcul en espace image de l’éclairage indirect pour des scènes animées. Notre méthode est compatible avec la technique du deferred shading utilisée dans les jeux vidéos. Elle est basée sur un calcul multi-echelles de l’éclairage dans un mipmap, qui est ensuite re-combiné et composé avec l’eclairage direct. L’eclairage ainsi calculé est approximatif, mais sans artéfacts visuels, car nous utilisons un filtre temporel et spatial pour réduire efficacement la variance due à l’échantillonnage. Notre méthode calcule l’éclairage indirect à distance quelconque, en prennant en compte la visibilité. Son coût reste très faible car elle n’effectue que des requètes locales dans les G-buffers. Son coût est par nature indépendant de la complexité géometrique et photométrique de l’image. Mots-clés : Eclairage Global, Temps Réel, Jeux Vidéos in ria -0 04 80 86 9, v er si on 2 20 J ul 2 01 0 A Fast Deferred Shading Pipeline for Real Time Approximate Indirect Illumination3

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تاریخ انتشار 2010