Real-time global illumination renderer using voxel cone tracing (without SVO).
The main parts of the renderer are located in src/executables/VCTGI
and src/shaders/VCTGI
. Some classes in src/libraries/CVK_Framework
are modified, in particular CVK_ShaderSet
. Empty space skipping, conservative rasterization and soft shadows can be enabled in the shaders Voxelization.geom
, DirectIllumination.frag
and Globalllumination.frag
respectively. The code is tested on Linux and should compile with cmake
on Windows too.
Please refer to my thesis [PDF, 8.9 MB] for further details of the implementation.
- OpenGL 4.4
- NVIDIA graphics card
- 1GB video RAM
- https://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing
- https://research.nvidia.com/publication/octree-based-sparse-voxelization-using-gpu-hardware-rasterizer
- http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/
- http://rauwendaal.net/phd-thesis/
- http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter42.html
- http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php?searchByKeyword=panteleev&submit=
- http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-based-global-illumination-gpus.pdf
- https://github.com/domme/VoxelConeTracing
- http://www.naixela.com/alex/
- http://simonstechblog.blogspot.de/2013/01/implementing-voxel-cone-tracing.html
- http://tf3dm.com/3d-model/cars-66597.html