The Bounced Z-buffer for Indirect Visibility
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Date
2015
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat shading to a framebuffer - we demonstrate deep screen space and ambient occlusion volumes - to include indirect visibility. To this end we propose the bounced z-buffer: While a common z-buffered framebuffer, at each pixel, maintains the distance from the closest surface and its radiance along a direction from the camera to that pixel, our new representation contains the distance from the closest surface and its radiance after one indirect bounce into a certain other direction. Consequently, with bounced z-buffering, only the splat from the nearest emitter in one direction contributes to each pixel. Importance-sampling the bounced directions according to the product of cosine term and BRDF allows to approximate full shading by a simple sum of neighboring framebuffer pixels.
Description
@inproceedings{10.2312:vmv.20151261,
booktitle = {Vision, Modeling & Visualization},
editor = {David Bommes and Tobias Ritschel and Thomas Schultz},
title = {{The Bounced Z-buffer for Indirect Visibility}},
author = {Nalbach, Oliver and Ritschel, Tobias and Seidel, Hans-Peter},
year = {2015},
publisher = {The Eurographics Association},
ISBN = {978-3-905674-95-8},
DOI = {10.2312/vmv.20151261}
}