Many-Lights Real Time Global Illumination Using Sparse Voxel Octree

  • Che Sun
  • Emmanuel AguEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9475)


The many-lights real time Global Illumination (GI) algorithm is promising but requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this paper, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-lights algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly.


Visibility Test Global Illumination Scene Representation Indirect Illumination Voxel Data 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Computer Science DepartmentWorcester Polytechnic InstituteWorcesterUSA

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