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1 | 1 | # Deferred Voxel Shading for Real Time Global Illumination |
2 | 2 |
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| 3 | +Table of Contents |
| 4 | +================= |
| 5 | +* [Overview](#overview) |
| 6 | + * [1. Voxelization](#1-voxelization) |
| 7 | + * [1.1. Voxel Structure](#11-voxel-structure) |
| 8 | + * [1.2. Dynamic Voxelization](#12-dynamic-voxelization) |
| 9 | + * [2. Voxel Illumination](#2-voxel-illumination) |
| 10 | + * [2.1. Normal-Weighted Attenuation](#21-normal-weighted-attenuation) |
| 11 | + * [2.2. Voxel Occlusion](#22-voxel-occlusion) |
| 12 | + * [2.2.1. Soft Voxel Shadows](#221-soft-voxel-shadows) |
| 13 | + * [2.3. Emission](#23-emission) |
| 14 | + * [3. Anisotropic Voxels](#3-anisotropic-voxels) |
| 15 | + * [4. Voxel Cone Tracing](#4-voxel-cone-tracing) |
| 16 | + * [4.1. Indirect Illumination](#41-indirect-illumination) |
| 17 | + * [4.2. Ambient Occlusion](#42-ambient-occlusion) |
| 18 | + * [4.3. Soft Shadows](#43-soft-shadows) |
| 19 | + * [Voxel Global Illumination](#voxel-global-illumination) |
| 20 | +* [Results](#results) |
| 21 | + * [Voxelization](#voxelization) |
| 22 | + * [Voxel Illumination](#voxel-illumination) |
| 23 | + * [Voxel Cone Tracing](#voxel-cone-tracing) |
| 24 | + * [Comparison](#comparison) |
| 25 | + * [Optimizations](#optimizations) |
| 26 | + * [Show Off](#show-off) |
| 27 | + * [Dynamic Update](#dynamic-update) |
| 28 | + * [Indirect Lighting](#indirect-lighting) |
| 29 | + * [Ambient Occlusion](#ambient-occlusion) |
| 30 | + * [Soft Shadows](#soft-shadows) |
| 31 | + * [Emissive Materials / Area Lights](#emissive-materials--area-lights) |
| 32 | + * [Teasers](#teasers) |
| 33 | + * [Recording](#recording) |
| 34 | +* [Executable](#executable) |
| 35 | + |
3 | 36 | *Peer-review published paper for this technique can be found here:* http://ieeexplore.ieee.org/abstract/document/7833375/ |
4 | 37 |
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5 | 38 | 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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