@InProceedings{AranhaMaceJr:2020:ScVPPr,
author = "Aranha, V{\'{\i}}tor Moraes and Macedo, Marcio Cerqueira de
Farias and Jr, Antonio Lopes Apolinario",
affiliation = "Federal University of Bahia, UFBA and Federal University of Bahia,
UFBA and Federal University of Bahia, UFBA",
title = "Screen-Space VPL propagation for real-time indirect lighting",
booktitle = "Proceedings...",
year = "2020",
editor = "Musse, Soraia Raupp and Cesar Junior, Roberto Marcondes and
Pelechano, Nuria and Wang, Zhangyang (Atlas)",
organization = "Conference on Graphics, Patterns and Images, 33. (SIBGRAPI)",
publisher = "IEEE Computer Society",
address = "Los Alamitos",
keywords = "Global Illumination, Indirect Lighting, VPLs, Real-Time.",
abstract = "Reproducing indirect lighting in real time for 3D scenes is a
computationally intensive task, but its results add realism and
visual fidelity to game-like scenarios and applications. Previous
attempts to solve this task explored the use of paraboloid shadow
maps for hemispherical visibility queries and Virtual Point Lights
(VPLs) for light transport simulations. In our work we aimed at
reproducing up to two diffuse bounces of light, while maintaining
real-time framerates. We propose an extension to
clusterization-based methods in order to sample less VPLs per
paraboloid shadow map and capture more bounces of light
efficiently. We also propose a projection-aware sampling method to
improve sampling efficiency. Our experiments show that, with our
approach, it is possible to generate two-bounce VPLs in real time
even for low-end commodity GPUs, providing a fast method for
indirect illumination.",
conference-location = "Porto de Galinhas (virtual)",
conference-year = "7-10 Nov. 2020",
doi = "10.1109/SIBGRAPI51738.2020.00015",
url = "http://dx.doi.org/10.1109/SIBGRAPI51738.2020.00015",
language = "en",
ibi = "8JMKD3MGPEW34M/43ANEGP",
url = "http://urlib.net/ibi/8JMKD3MGPEW34M/43ANEGP",
targetfile = "98.pdf",
urlaccessdate = "2025, Feb. 12"
}