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The Bounced Z-buffer for Indirect Visibility
(The Eurographics Association, 2015)
Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat ...
Deep Screen Space for Indirect Lighting of Volumes
(The Eurographics Association, 2014)
We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive speed. This is ...
Bent Normals and Cones in Screen-space
(The Eurographics Association, 2011)
Ambient occlusion (AO) is a popular technique for real-time as well as offline rendering. One of its benefits is a gain in efficiency due to the fact that occlusion and shading are decoupled which results in an average ...