Another nice collections of links and papers too valuable to lose among all my bookmarks. This time on physically-based rendering, put together by Kostas Anagnostou (@thinkinggamer).
List maintained and updated over at his blog Interplay of Light:
So, a lot has happened. I completed my Doctorate, almost moved to Norway, but then ended up moving to Canada instead (Victoria, BC). I now work for the Advanced Technology Group at Intel, where I was very fortunate enough to have the opportunity to assist a new colleague of mine, Masamichi Sugihara (@masasugihara), with his publication “Layered Reflective Shadow Maps for Voxel-based Indirect Illumination,” which has been accepted to HPG 2014.
Check out the preprint here
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new per-light data structure called layered reflective shadow maps (LRSMs). We use voxel cone tracing for visibility determination and integrate outgoing radiance by performing lookups in a pre-filtered LRSM. Finally we demonstrate that our simple data structures are easy to implement and can be rebuilt every frame to support both dynamic lights and scenes.
Due to some rather shortsighted reorganization, Masasmichi is currently pursuing employment opportunities that will either; allow him to stay in Canada, or return to Japan. If you are interested in hiring a top-notch graphics coder, please get in touch.
Martin Thomas (@0martint) has put together a very nice collection of links and papers for realtime global illumination techniques.
Check it out over at his blog:
Got a paper published in the Journal of Computer Graphics Techniques, see it here
This paper presents an efficient computational voxelization approach that utilizes the graphics pipeline. Our approach is hybrid in that it performs a precise gap-free computational voxelization, employs fixed-function components of the GPU, and utilizes the stages of the graphics pipeline to improve parallelism. This approach makes use of the latest features of OpenGL and fully supports both conservative and thin-surface voxelization. In contrast to other computational voxelization approaches, our approach is implemented entirely in OpenGL and achieves both triangle and fragment parallelism through its use of geometry and fragment shaders. By exploiting features of the existing graphics pipeline, we are able to rapidly compute accurate scene voxelizations in a manner that integrates well with existing OpenGL applications, is robust across many different models, and eschews the need for complex work/load-balancing schemes.