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@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 = "2024, May 03"
}


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