Abstract

A virtual spherical Gaussian light (VSGL) [Tokuyoshi 2015] is an approximation of a set of virtual point lights (VPLs) for real-time rendering. Thousands of VSGLs can be dynamically generated using mipmapped specialized reflective shadow maps (RSMs) to render glossy indirect illumination at 20-30 ms. Although this approach is efficient compared to VPLs, rendering at 20-30 ms is still expensive for some time-sensitive applications such as video games. This poster demonstrates glossy indirect illumination in 1 ms using only two VSGLs. In this poster, each VSGL has a single spherical Gaussian lobe to represent radiant intensity, and thus diffuse and specular reflections at the second bounce are represented with two VSGLs. This rough approximation is suitable for scenes which are locally lit by a spot light (e.g., flashlight in a cave). To generate these two VSGLs dynamically, this poster presents a specialized implementation using a parallel summation algorithm. Other than RSMs, our implementation uses only small temporary buffers with a resolution that is 1/64 of an RSM. Therefore, the proposed method is not only fast, but also memory saving.

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