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COMPUTER GRAPHICS & GEOMETRY

Issue Year: 2008
Date: Autumn
Volume: 10
Number: 2
Pages: 2-24

Article Name: GLOBAL ILLUMINATION IN GAMES WITH MULTI-SCALE PRT
Author: T. Umenhoffer (Hungary), L. Szirmay-Kalos (Hungary), L. Szécsi (Hungary), B. Tóth (Hungary), M. Sbert (Spain)
Address: T. Umenhoffer
szirmay@iit.bme.hu
TU Budapest, Hungary
 
L. Szirmay-Kalos (Hungary)
szirmay@iit.bme.hu
TU Budapest, Hungary
 
L. Szécsi
szirmay@iit.bme.hu
TU Budapest, Hungary
 
B. Tóth
szirmay@iit.bme.hu
TU Budapest, Hungary
 
M. Sbert
U of Girona, Spain
Abstract:

This paper presents a real-time global illumination method for quasi-static scenes illuminated by arbitrary, dynamic light sources. In order to maintain real-time frame-rates, the light transport problem is decomposed to low-frequency and high-frequency parts, and the part that has low-frequency characteristics both in the temporal and in the spatial domains is pre-computed. Due to the low-frequency properties this solution can be compressed by clustered PCA without significant reduction of the accuracy. The spatial high-frequency but temporal low-frequency parts are pre-computed on small-scale using a modified ambient occlusion/obscurances method. The temporally high-frequency components are obtained on the fly. This way we can combine the advantages of pre-computation aided methods developed for static scenes and real-time rendering able to handle general dynamic scenes.

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