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Real Time Global Illumination Using Voxel Cone Tracing

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interactive-global-illumination

OpenGL engine for rendering scenes with global illumination in real-time using a voxel cone tracer.

Results

TODO:

  • Refactor voxelization procedure into a separate class
  • Shadow map tight bound using AABB
  • Additional Textures
  • Specular Cones
  • Interactive imgui interface to edit light, material and models
  • Conservative Rasterization
  • Emissive materials
  • Dynamic mesh voxelization
  • Take atomic max of a colour for each voxel ??
  • Compute two light bounces ??
  • Possibly use assimp for a PBR based pipeline ??
  • Sparse voxel octree ??

ImGui Editor Options

  • Move point light source around and change its color
  • Toggle between viewing modes:
    • Visualization
      • Shadows
    • GI
      • Indirect Diffuse
      • Indirect Specular
  • Change material properties
  • Move objects around
  • Change voxel map resolution

Benchmark (needs to be redone)

The following benchmark is obtained on a single NVIDIA RTX 4090 GPU.

VOXEL_DIM 1280x720 1920x1080
512 54 FPS 54 FPS
256 55 FPS 55 FPS
128 56 FPS 56 FPS
64 56 FPS 57 FPS

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Real Time Global Illumination Using Voxel Cone Tracing

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