3 ms·
Algorithm for Interactive Indirect Illumination Using Voxel Cone Tracing
- 51Cards 15y agoBrilliant! My company had a short spell in the very early 90's where we dabbled in 3D product visualization for clients with 3D Studio on DOS. At the time we were writing add-ons and engineering tools for Autodesk products and exploring other fields we could use our talents. While it never went that far for us commercially I still love to follow how the 3D modeling world has transformed since then. From 2-3 hour renders to 60 FPS today on MUCH more complex models... demos like this still get me excited.
- geon 15y agoIs there a paper on this?
- wtracy 15y agoI found a very brief PDF here: http://artis.imag.fr/Publications/2011/CNSGE11/ http://artis.imag.fr/Publications/2011/CNSGE11/ If anyone finds more detailed information, I would be very interested too.
- IvoDankolov 15y agoFollowing the details link on youtube yields what wtracy found. Looking around the site, I managed to dig this [0] up, which, judging by the filename, will be used in their Siggraph talk. Unfortunately, it is still very brief and doesn't expand much on the preview. Here's [1] the paper that it references, which does give more detail about voxel rendering. Though I haven't looked very much into the techniques in voxel rendering, it seems animation, to this point, has been only a theoretical possibility and a huge setback. That Crassin et al. can achieve a reasonable framerate on such complex scenes struck me as a very big achievement. We'll probably have to wait a few more months for more details, though. [0] : http://artis.imag.fr/Publications/2011/CNSGE11a/GIVoxels_Siggraph_Talk.pdf http://artis.imag.fr/Publications/2011/CNSGE11a/GIVoxels_Sig... [1] : http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.158.6390&rep=rep1&type=pdf http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.158...
- wtracy 15y agoThe information given is so utterly vague that I could be completely wrong, but: As far as I can tell, all their geometry is still polygon based. (I saw a few references to polygon counts in the video.) I believe that it is the lighting that is volumetric.
- pygy_ 15y agoIf I understand correctly, they use both in parallel: low resolution, animated voxels for the light map, and high resolution, detailed rasterized polygons for the final rendering pass.