Form-Factor Sampling Based Real-Time Global Illumination
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Graphical Abstract
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Abstract
We present a method for real-time computation of global illumination in dynamic light scenes based on approximate indirect illumination.In the pre-computation process,Form-factors are obtained for each surface,and only the largest ones are preserved for rendering.During the rendering,while the One-bounce indirect illumination is calculated by only considering the surfaces with these preserved large factor-former as light sources,multiple-bounce indirect illumination is simply approximated by average reflective intensity.The accuracy of one-bounce indirect illumination is further increased by brightness compensation algorithm.The whole indirect illumination computation is implemented in GPU,and the memory requirement is small.The experiments have shown we can change the light or view point,and even the BRDF of the scene in real time.
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