Abstract
Indirect illumination is an essential part of realistically rendering virtual scenes. In this paper we present a new method for computing multi-bounce indirect illumination for diffuse surfaces which is particularly well-suited for indoor scenes with complex occlusion, where an appropriate simulation of the indirect illumination is extremely important. The technique presented in this paper combines the benefits of shooting methods with the concept of photon mapping to compute a convincing light map for the scene with full diffuse lighting effects. The main idea is to carry out a multi-bounce light distribution almost entirely on the GPU using a shooting approach with virtual point lights. The final result is then stored in a texture atlas by projecting the energy from each virtual point light into the texels visible from its perspective. The technique uses only few resources on the graphics card and is flexible in the sense that it can easily be adjusted for either quality or speed, allowing the user to create convincing results in a matter of seconds or minutes, depending on the scene complexity.
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