“A deferred shading pipeline for real-time indirect illumination” by Soler, Hoel and Rochet

  • ©Cyril Soler, Olivier Hoel, and Frank Rochet




    A deferred shading pipeline for real-time indirect illumination



    Computing indirect lighting in video games simultaneously improves gameplay and scene realism. However, the context of 3D video games brings very restrictive constraints: (1) the computation should be very fast (less than 10 ms) and –most importantly– with a constant cost, i.e. independent of both the geometric and lighting complexity of the scene; (2) the indirect illumination algorithm should work seamlessly on dynamic scenes, with any source of direct illumination –not only point light sources– and easily take place into a game engine pipeline; and (3) the computed result may be approximate but must be artifact-free and temporally coherent.


    1. Nichols, G., and Wyman, C. 2009. Multiresolution splatting for indirect illumination. In Proc. ACM Symposium on Interactive 3D Graphics and Games 2009.
    2. Nichols, G., Shopf, J., and Wyman, C. 2009. Hierarchical image-space radiosity for interactive global illumination. In Proceedings of Eurographics Symposium on Rendering 2009, H. Lensch and P.-P. Sloan, Eds.
    3. Ritschel, T., Grosch, T., Kim, M. H., Seidel, H.-P., Dachsbacher, C., and Kautz, J. 2008. Imperfect shadow maps for efficient computation of indirect illumination. ACM Transactions on Graphics 27, 5 (December).
    4. Ritschel, T., Grosch, T., and Seidel, H.-P. 2009. Approximating dynamic global illumination in image space. In Proc. ACM Symposium on Interactive 3D Graphics and Games 2009 (I3D ’09).

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