
Global/Indirect Illumination Research
PR, DA
Content:
Description
Recently indirect illumination has found its way into real-time applications to add more realistic lighting to 3D scenes. Some of these algorithms compute indirect illumination in screen space which results in specific lighting artifacts.
The aim of this project is to evaluate how much and which information is needed to plausibly fake global/indirect illumination for users. The evaluation focuses on algorithms that compute this effect from one or multiple textures/framebuffers. Another aim is to investigate ways to improve the performance of such methods.
Task
- Create animated scenes where the computation of global/indirect illumination from textures/framebuffer does/does not work correctly (~16)
- Implement methods that compute global/indirect illumination from
- the camera framebuffer
- a cube map
- multiple camera framebuffers
- multiple framebuffer layers
- multiple cube map layers
- For DA: Compare these methods in a user study
- For DA: Investigate ways to improve performance and compare these methods in terms of speedup and quality (user study)