Abstract: |
In a paper by Chatelier and Malgouyres,2006, a new to global illumination and a discretization
of the diffuse illumination, based on voxel approximation of surfaces by voxels is proposed.
The interest of the method is that visibility is determined in linear time with respect to the number of rays.
Moreover, it directly provides a voxel-based irradiance lookup octree. However, the method presented
in (Chatelier and Malgouyres, 2006) has two weaknesses:
first, solid angle sampling is the same for each bounce, and in particular, direction sampling from
light sources is insufficient while the cost of direction sampling after one or two bounces is very expensive.
Second, no reconstruction process is presented and direct display of the voxel solution requires many
voxels, which also increases the runtime.
In this paper, We address these two shortcomings by proposing an iterated cached coarse global illumination
solution, in which direction sampling decreases after each bounce, followed by a reconstruction
phase based on light cuts (Walter et al., 2005).
It results in a competitive accurate multi-bounce global illumination method with a voxel irradiance cache octree. |