A deferred shading pipeline for real-time indirect illumination

Cyril Soler, Olivier Hoel, Frank Rochet · 2010

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.

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