Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Low-Complexity Intervisibility in Height Fields
Computer Graphics Forum
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Computing indirect lighting in video games simultaneously improves gameplay and scene realism. However, the context of 3D video games brings very restrictive constraints: (1) the computation should be very fast (less than 10 ms) and --most importantly-- with a constant cost, i.e. independent of both the geometric and lighting complexity of the scene; (2) the indirect illumination algorithm should work seamlessly on dynamic scenes, with any source of direct illumination --not only point light sources-- and easily take place into a game engine pipeline; and (3) the computed result may be approximate but must be artifact-free and temporally coherent.