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Realtime Global Illumination

Global Illumination using Voxel Cone Tracing (with volumetic light)

Intro

This is a project aimed at implementing realtime GI techniques in OpenGL

 

Here I’ve implemented two GI methods:

LPV (light propagation volumes) with HBAO

VXGI (Voxel cone tracing)

Addtional techniques that makes this scene look better:

Variance Shadow Mapping -> Soft Shadows

ACES Tonemapping -> Vibrant Color​

Light propagation volumes

Mostly ambient lighting at low frequency

Based on SH (spherical harmonics), used first two levels of SH (4 coefficients in total)

Steps of computation:

1. light and geometry injection from reflective shadow maps

2. light propagation

3. calculate ambient light in lighting stage

Direct lighting only

LPV + HBAO

LPV Grid Visualization

Voxel Cone Tracing

Supports glossy reflection and has a inherent ambient occlusion (which is quite nice ^_^)

GPU voxelization, aniso-mipmapping

Steps of computation:

1. Voxelization

2. Voxel lighting

3. Pre cone tracing stage (emulates multiple bounces, crude cone tracing)

4. calculate ambient light in lighting stage (more precise cone tracing)

Direct lighting only

VXGI

Voxel indirect lighting visualization

Showcase

LPV + HBAO

VXGI

LPV + HBAO

VXGI

LPV + HBAO

VXGI

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