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# Deferred Voxel Shading for Real Time Global Illumination
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Table of Contents
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=================
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* [Overview](#overview)
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* [1. Voxelization](#1-voxelization)
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* [1.1. Voxel Structure](#11-voxel-structure)
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* [1.2. Dynamic Voxelization](#12-dynamic-voxelization)
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* [2. Voxel Illumination](#2-voxel-illumination)
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* [2.1. Normal-Weighted Attenuation](#21-normal-weighted-attenuation)
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* [2.2. Voxel Occlusion](#22-voxel-occlusion)
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* [2.2.1. Soft Voxel Shadows](#221-soft-voxel-shadows)
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* [2.3. Emission](#23-emission)
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* [3. Anisotropic Voxels](#3-anisotropic-voxels)
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* [4. Voxel Cone Tracing](#4-voxel-cone-tracing)
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* [4.1. Indirect Illumination](#41-indirect-illumination)
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* [4.2. Ambient Occlusion](#42-ambient-occlusion)
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* [4.3. Soft Shadows](#43-soft-shadows)
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* [Voxel Global Illumination](#voxel-global-illumination)
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* [Results](#results)
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* [Voxelization](#voxelization)
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* [Voxel Illumination](#voxel-illumination)
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* [Voxel Cone Tracing](#voxel-cone-tracing)
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* [Comparison](#comparison)
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* [Optimizations](#optimizations)
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* [Show Off](#show-off)
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* [Dynamic Update](#dynamic-update)
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* [Indirect Lighting](#indirect-lighting)
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* [Ambient Occlusion](#ambient-occlusion)
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* [Soft Shadows](#soft-shadows)
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* [Emissive Materials / Area Lights](#emissive-materials--area-lights)
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* [Teasers](#teasers)
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* [Recording](#recording)
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* [Executable](#executable)
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*Peer-review published paper for this technique can be found here:* http://ieeexplore.ieee.org/abstract/document/7833375/
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Computing indirect illumination is a challenging and complex problem for real-time rendering in 3D applications. This global illumination approach computes indirect lighting in real time utilizing a simplified version of the outgoing radiance and the scene stored in voxels.

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