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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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