Cyril Crassin posts a quick description and example a method to compute indirect lighting and ambient occlusion in real time. Cyril Crassin has been developing Real-Time Indirect Illumination & Ambient Occlusion Using Voxel Cone Tracing in collaboration with Miguel Sainz and Simon Green from NVIDIA, as well as Fabrice Neyret from CNRS and Elmar Eisemann from ParisTech.

from Cyril’s description: “We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low frequency illumination. It is based on a hierarchical voxel octree representation generated
and updated on-the-?y from a regular scene mesh coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy.”

“a new approach to compute indirect illumination and ambient occlusion in real-time using a pre-filtered geometry representation stored inside a sparse voxel octree, as well as a new approximate voxel-based cone-tracing. The sparse voxel octree is used as a proxy for occlusion information and indirect illumination, it supports dynamic objects and environments thanks to a new very fast voxelization algorithm that updates the octree structure and pre-filter geometry and lighting information.”

Siggraph 2011 in Vancouver
Tuesday, 9 August 9:00 am – 10:30 am | West Building, Rooms 109/110
https://artis.imag.fr/Publications/2011/CNSGE11a/

More details can be found in the I3D2011 Poster:http://artis.imag.fr/Publications/2011/CNSGE11/