Abstract

Real-time global illumination is an extremely challenging problem because of its intrinsic complexity due to the interplay between complex geometry, multiple light bounces, and stringent real-time frame-rate requirements. In this paper, we present a new technique that enables the real-time computation of global illumination in generic scenes for diffuse surfaces and static geometry. Our technique combines a voxel-based representation of the scene, a voxel-clustering algorithm, and an iterative light-propagation algorithm based on the resulting clusters. Although our implementation is currently designed to handle the first (and main) bounce, the technique allows for multiple light bounces. Summing up all these components results in a flexible algorithm capable of providing global illumination effects and on-the-fly illumination computations.

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