Hierarchical Screen-Space Indirect Illumination for Video Games

نویسندگان

  • Cyril Soler
  • Nicolas Holzschuch
  • Olivier Hoel
چکیده

Indirect lighting accounts for subtle but essential effects in virtual scenes, and plays a great role in our perception of geometry. It is especially wanted in video games, on fully dynamic scenes, where it greatly enhances the perceived realism. In this paper, we present a screen-space hierarchical algorithm for computing indirect lighting for animated scenes. Our algorithm is fully compatible with deferred-shading rendering engines for video games, and computes indirect lighting in less than 10 ms, leaving enough computation time for other gaming tasks, such as interaction and animation. Our algorithm works in two steps: first, we compute indirect illumination in screen-space at all possible scales, then we filter and combine together the illumination received at the different scales. We describe both the algorithm and its practical integration inside a commercial video-game rendering engine. Key-words: Global Illumination, Real Time, Video Games ∗ INRIA Rhône Alpes † EDEN Games ‡ INRIA Rhône Alpes in ria -0 04 42 46 2, v er si on 1 21 D ec 2 00 9 Eclairage Indirect Hierarchique en Espace Image piour les Jeux Vidéos Résumé : L’éclairage indirect prend en compte des effets lumineux subtils dans les scènes virtuelles. Ces effets sont néanmoins très utiles dans la perception de la géométrie, ce qui est particulièrement important dans les jeux vidéos où il augmente considérablement le niveau de réalisme. Dans ce papier 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, et calcule l’éclairage en moins de 10 ms. Ceci laisse le temps au moteur de jeux d’effectuer les taches incompressibles que sont l’intelligence artificielle, la communication réseau et l’interaction avec le joueur. Notre méthode est basée sur un calcul multi-echelles de l’éclairage dans un mipmap, qui est ensuite re-combiné et composé avec l’eclairage direct. Nous décrivons également comment utiliser cette méthode dans un pipeline réel de jeu vidéo. Mots-clés : Eclairage Global, Temps Réel, Jeux Vidéos in ria -0 04 42 46 2, v er si on 1 21 D ec 2 00 9 Hierarchical Screen-Space Indirect Illumination 3

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تاریخ انتشار 2009