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Posts tagged with: gi

Global illumination

Voxel Cone Tracing


On the November 24th, Dragan Okanović talked about global illumination and real-time techniques that exist and that are used in game production.

Some of the covered techniques were: pathtracing, radiosity, irradiance volumes, [C]LPV, RTV, SVOGI, RRF. Presentation slides with additional notes (in English) can be found at slideshare or GDrive.

Pathtracing and Global Illumination



On the January 28th 2015, Dragan Okanovic talked about path tracing and global illumination.

Presentation briefly covered problems that computer graphics is trying to solve, such as what light actually is and how to model it, and rendering equation that is trying to solve (Kajiya). Whitted raytracer implementation, Monte Carlo approximation for GI were mentioned and also various ways to more efficiently get to the solution with MC methods – Metropolis Light Transport, Bidirectional pathtracing, Photon Mapping and various acceleration structures (BVH, K-d tree, Octree) were also discussed.

Files from the presentation (in Serbian, with notes) can be found here: [link]