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Some (simple) global illumination algorithms

Instant radiosity using virtual point lights

Note: This project is almost finished, although the shaders are a little bit problematic -- the attenuation function of VPL (draw_with_shadow.fs.glsl) needs to be fine-tuned.

TODO: tidy up the code.


Direct lighting

Mitsuba reference result (max depth = 2)

4096 samples with VPLs

Mitsuba reference result(max depth = 3, Samples per pixel = 4096)

Screen space ambient occlusion

TODO:

  • how to handle the normal when it's back to the camera
  • test on more scenes.

Participating Media

Reference paper: Real-time Volumetric Lighting in Participating Media (EG'09)

No participating media

With participating media

Note the scattering effect in the shadowed area.

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Some (simple) global illumination algorithms

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