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《Light_Propagation_Volumes1》.pdf

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《Light_Propagation_Volumes1》.pdf

Advances in Real-Time Rendering in 3D Graphics and Games Course 鈥 SIGGRAPH 2009 N. Tatarchuk (Editor) Chapter N Light Propagation Volumes in CryEngine 3 Anton Kaplanyan1 1 antonk@crytek.de 1 | P a g e Advances in Real-Time Rendering in 3D Graphics and Games Course 鈥 SIGGRAPH 2009 N. Tatarchuk (Editor) Figure 1. Examples of current technique in CryEngine庐 3. Top: Cornell box-like environment, middle left: indoor environment without global illumination, middle right indoor environment with global illumination, bottom: outdoor environment with foliage. Note the indirect lighting in shadow areas. 2 | P a g e Advances in Real-Time Rendering in 3D Graphics and Games Course 鈥 SIGGRAPH 2009 N. Tatarchuk (Editor) N.1 Abstract This chapter introduces a new technique for approximating the first bounce of diffuse global illumination in real-time. As diffuse global illumination is very computationally intensive, it is usually implemented only as static precomputed solutions thus negatively affecting game production time. In this chapter we present a completely dynamic solution using spherical harmonics (SH) radiance volumes for light field finite -element approximation, point-based injective volumetric rendering and a new iterative radiance propagation approach. Our implementation proves that it is possible to use this solution efficiently even with current generation of console hardware (Microsoft Xbox庐 360, Sony PlayStation庐 3). Because this technique does not require any preprocessing stages and fully supports dynamic lighting, objects, materials and view points, it is possible to harmoniously integrate it into an engine as complex as the cross-platform engine CryEngine庐 3 with a large set of graphics technologies without requiring additional production t

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