A METHOD FOR DEFERRED RENDERING OF A SET OF DYNAMIC POINT LIGHT SOURCES OF VOXELIZED SCENES IN REAL TIME
With the increase in GPU performance, it has become possible to visualize complex physical phenomena in real time using global lighting algorithms. One such approach is the use of virtual point light sources, in which the realism of images depends on the number of light sources. However, for a large number of light sources, early algorithms required the creation of a large number of shadow maps to check visibility under virtual spot lighting. Therefore, it was problematic to achieve high-quality real-time images until new methods were developed. The purpose of the presented work is to create a delayed rendering method for thousands of point light sources based on voxelized scenes in real time. In the first pass, a geometric sparse voxel octal tree is calculated. A geometric buffer is used that stores information about location, normal, and materials for direct and indirect lighting. Then, reflective shadow maps are generated and selected by significance, so as not to check each texel. Direct illumination is calculated using shadow maps, and for indirect illumination, a ray marching algorithm is used to check the visibility of point light sources. Alternating sampling is used to speed up calculations. As a result, using the proposed method, it is possible to create realistic images of scenes with global illumination in real time. Using a GPU, you can calculate thousands of point light sources in real time, and visualize fully dynamic scenes. However, glossy surfaces require a greater number of point light sources so that images without artifacts accurately reproduce the appearance of the material.
Authors
- S. I. Vyatkin (ORCID: https://orcid.org/0000-0002-1591-3588)
Publication Details
- Journal
- Программирование / Programming and Computer Software
- Published
- 2025-01-01
- DOI
- https://doi.org/10.7868/s3034584725030104
- Primary Topic
- Computer Graphics and Visualization Techniques
- Type
- article
- Field-Weighted Citation Impact
- 0.00