Dynamic Voxel‐Based Global Illumination

Abstract Global illumination computation in real time has been an objective for Computer Graphics since its inception. Unfortunately, its implementation has challenged up to now the most advanced hardware and software solutions. We propose a real‐time voxel‐based global illumination solution for a single light bounce that handles static and dynamic objects with diffuse materials under a dynamic light source. The combination of ray tracing and voxelization on the GPU offers scalability and performance. Our divide‐and‐win approach, which ray traces separately static and dynamic objects, reduces the re‐computation load with updates of any number of dynamic objects. Our results demonstrate the effectiveness of our approach, allowing the real‐time display of global illumination effects, including colour bleeding and indirect shadows, for complex scenes containing millions of polygons.

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Publication Details

Journal
Computer Graphics Forum
Published
2024-10-02
DOI
https://doi.org/10.1111/cgf.15262
Citations
1
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.63

Funders

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article

Dynamic Voxel‐Based Global Illumination

Gustavo Patow, Pierre Poulin, Alejandro Cosin Ayerbe
1 citations
Computer Graphics Forum
Computer Graphics and Visualization Techniques
0.63
article

Dynamic Voxel‐Based Global Illumination

Gustavo Patow, Pierre Poulin, Alejandro Cosin Ayerbe
article en
1 citations

Abstract

Abstract Global illumination computation in real time has been an objective for Computer Graphics since its inception. Unfortunately, its implementation has challenged up to now the most advanced hardware and software solutions. We propose a real‐time voxel‐based global illumination solution for a single light bounce that handles static and dynamic objects with diffuse materials under a dynamic light source. The combination of ray tracing and voxelization on the GPU offers scalability and performance. Our divide‐and‐win approach, which ray traces separately static and dynamic objects, reduces the re‐computation load with updates of any number of dynamic objects. Our results demonstrate the effectiveness of our approach, allowing the real‐time display of global illumination effects, including colour bleeding and indirect shadows, for complex scenes containing millions of polygons.

Computer Graphics ForumVol. 44(1)
Universitat de Girona (ES), Université de Montréal (CA)
Ministerio de Ciencia, Innovación y Universidades, Natural Sciences and Engineering Research Council of Canada, European Regional Development Fund
Openalex Percentile: Top 20%
Computer Graphics and Visualization Techniques
0.63
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