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    The Bounced Z-buffer for Indirect Visibility

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    Date
    2015
    Author
    Nalbach, Oliver
    Ritschel, Tobias
    Seidel, Hans-Peter
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    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.
    BibTeX
    @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}
    }
    URI
    http://dx.doi.org/10.2312/vmv.20151261
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    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
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