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GTC ON-DEMAND

Best of GTC Talks
Presentation
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Practical Real-Time Voxel-Based Global Illumination for Current GPUs
Abstract:

This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin''s research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.

 
Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2014
Session ID:
SIG4114
Streaming:
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Real-Time Graphics
Presentation
Media
Practical Real-Time Voxel-Based Global Illumination for Current GPUs
Abstract:
This session describes the work at making the voxel-based global illumination (GI) approach practical for use in games running on current generation graphics hardware such as Kepler. Based upon Cyril Crassin's research, a library has been developed that allows applications to render GI effects for large and fully dynamic scenes at 30 frames per second or more, producing soft diffuse indirect lighting and blurry specular reflections, and providing emissive material support. During the session, Alexey will talk about the cone tracing GI algorithm in general and get into the details of scene representation, efficient multi-resolution voxelization, and indirect light gathering.
 
Topics:
Real-Time Graphics, Performance Optimization, Gaming and AI, Mobile Applications
Type:
Talk
Event:
GTC Silicon Valley
Year:
2014
Session ID:
SIG4114
Streaming:
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