Contents
Introduction
Web Materials
1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
Chris Wyman, Greg Nichols and Jeremy Shopf
1.1 Introduction
1.2 Quick Review: Instant Radiosity
1.3 Quick Review: Reflective Shadow Maps
1.4 Multiresolution Splatting
1.5 Fast Stencil-Based Multiresolution Splatting
1.6 Results and Analysis
1.7 Conclusion
1.8 Demo and Source
Bibliography
2 Screen-Space Directional Occlusion
Thorsten Grosch and Tobias Ritschel
2.1 Introduction
2.2 Screen-Space Ambient Occlusion
2.3 Screen-Space Directional Occlusion
2.4 Interleaved Sampling
2.5 Discussion
2.6 Conclusion
Bibliography
3 Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors
Péter Dancsik and László Szécsi
3.1 Introduction
3.2 Geometry Impostors
3.3 Intersection Computation with an Environment Distance Impostor
3.4 Ray-Object Intersection Using Distance Impostors
3.5 Ray-Object Intersection Using Height Maps
3.6 Tracing Multiple Refractions within a Single Object
3.7 Multiple Ray Bounces with Object Impostors Only
3.8 Multiple Ray Bounces with Environment Distance Impostors Only
3.9 Combination of Environment and Object Impostors
3.10 Caustics and Shadows
3.11 Example Application: Glass Chess
3.12 Example Application: Alien Pool
3.13 Conclusion
Bibliography
4 Temporal Screen-Space Ambient Occlusion
Oliver Mattausch, Daniel Scherzer and Michael Wimmer
4.1 Introduction
4.2 Ambient Occlusion
4.3 Reverse Reprojection
4.4 Our Algorithm
4.5 SSAO Implementation
4.6 Results
4.7 Discussion and Limitations
4.8 Conclusions
Bibliography
5 Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ralf Habel, Anders Nilsson and Michael Wimmer
5.1 Introduction
5.2 Calculating Directional Irradiance
5.3 H-Basis
5.4 Implementation
5.5 Results
5.6 Conclusion
5.7 Appendix A: Spherical Harmonics Basis Functions without Condon-Shortley Phase
Bibliography
6 Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing
Holger Gruen
6.1 Overview
6.2 Introduction
6.3 Phase 1: Computing Indirect Illumination without Indirect Shadows
6.4 Phase 2: Constructing a 3D Grid of Blockers
6.5 Phase 3: Computing the Blocked Portion of Indirect Light
6.6 Future Work
Bibliography
7 Real-Time Approximation of Light Transport in Translucent Homogenous Media
Colin Barré-Brisebois and Marc Bouchard
7.1 Introduction
7.2 In Search of Translucency
7.3 The Technique: The Way out Is Through
7.4 Performance
7.5 Discussion
7.6 Conclusion
7.7 Demo
7.8 Acknowledgments
Bibliography
8 Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes
Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
8.1 Introduction
8.2 Overview
8.3 Algorithm Detail Description
8.4 Injection Stage
8.5 Optimizations
8.6 Results
8.7 Conclusion
8.8 Acknowledgments
Bibliography
9 Ray-Traced Approximate Reflections Using a Grid of Oriented Splats
Holger Gruen
9.1 Overview
9.2 Introduction
9.3 The Basic Algorithm
9.4 Results
9.5 Future Work
Bibliography
10 Screen-Space Bent Cones: A Practical Approach
Oliver Klehm, Tobias Ritschel, Elmar Eisemann and Hans-Peter Seidel
10.1 Overview
10.2 Introduction
10.3 Ambient Occlusion
10.4 Our Technique
10.5 Implementation
10.6 Results
10.7 Discussion and Conclusion
10.8 Acknowledgments
Bibliography
11 Physically Based Area Lights
Michal Drobot
11.1 Overview
11.2 Introduction
11.3 Area Lighting Model
11.4 Implementation
11.5 Results Discussion
11.6 Further Research
11.7 Conclusion
Bibliography
12 High Performance Outdoor Light Scattering Using Epipolar Sampling
Egor Yusov
12.1 Introduction
12.2 Previous Work
12.3 Algorithm Overview
12.4 Light Transport Theory
12.5 Computing Scattering Integral
12.6 Epipolar Sampling
12.7 1D Min/Max Binary Tree Optimization
12.8 Implementation
12.9 Results and Discussion
12.10 Conclusion and Future Work
Bibliography
13 Hi-Z Screen-Space Cone-Traced Reflections
Yasin Uludag
13.1 Overview
13.2 Introduction
13.3 Previous Work
13.4 Algorithm
13.5 Implementation
13.6 Extensions
13.7 Optimizations
13.8 Performance
13.9 Results
13.10 Conclusion
13.11 Future Work
13.12 Acknowledgments
Bibliography
14 TressFX: Advanced Real-Time Hair Rendering
Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason Yang and Jason Lacroix
14.1 Introduction
14.2 Geometry Expansion
14.3 Lighting
14.4 Shadows and Approximated Hair Self-Shadowing
14.5 Antialiasing
14.6 Transparency
14.7 Integration Specifics
14.8 Conclusion
Bibliography
15 Wire Antialiasing
Emil Persson
15.1 Introduction
15.2 Algorithm
15.3 Conclusion and Future Work
Bibliography
16 Real-Time Lighting via Light Linked List
Abdul Bezrati
16.1 Introduction
16.2 Algorithm
16.3 Populating the Light Linked List
16.4 Accessing the Light Linked List
16.5 Reduced Resolution
16.6 Conclusion
Bibliography
17 Deferred Normalized Irradiance Probes
John Huelin, Benjamin Rouveyrol and Bartlomiej Wronski
17.1 Introduction
17.2 Deferred Normalized Irradiance Probes Algorithm
17.3 Tool Side of the Algorithm
17.4 Runtime Details of Algorithm
17.5 Results and Discussion
17.6 Acknowledgments
Bibliography
18 Volumetric Fog and Lighting
Bartlomiej Wronski
18.1 Introduction
18.2 Overview
18.3 Volumetric Fog Algorithm
18.4 Results and Discussion
18.5 Acknowledgments
Bibliography
19 Physically Based Light Probe Generation on GPU
Ivan Spogreev
19.1 Introduction
19.2 Light Probes Theory
19.3 Generating Light Probes on the GPU
19.4 Conclusion
19.5 Acknowledgments
Bibliography
20 Real-Time Global Illumination Using Slices
Hugh Malan
20.1 Introduction
20.2 Algorithm Overview
20.3 Approximating the Irradiance Due to an Emissive Plane
20.4 Building the Image Pyramid
20.5 Combining Multiple Slices...