The Bounced Z-buffer for Indirect Visibility
dc.contributor.author | Nalbach, Oliver | en_US |
dc.contributor.author | Ritschel, Tobias | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.editor | David Bommes and Tobias Ritschel and Thomas Schultz | en_US |
dc.date.accessioned | 2015-10-07T05:13:35Z | |
dc.date.available | 2015-10-07T05:13:35Z | |
dc.date.issued | 2015 | en_US |
dc.description.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. | en_US |
dc.description.sectionheaders | Rendering | en_US |
dc.description.seriesinformation | Vision, Modeling & Visualization | en_US |
dc.identifier.doi | 10.2312/vmv.20151261 | en_US |
dc.identifier.isbn | 978-3-905674-95-8 | en_US |
dc.identifier.pages | 79-86 | en_US |
dc.identifier.uri | https://doi.org/10.2312/vmv.20151261 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | The Bounced Z-buffer for Indirect Visibility | en_US |