VSL-based Real-Time Global Illumination

Bakkalaureatsarbeit / Praktikum

Reinhold Preiner

Content:

Description

The aim of this project is to investigate several improvement techniques for real-time global illumination (GI). Virtual Point Light (VPL)[1] based GI using Imperfect Shadow Maps (ISMs) [3] provides real-time capabilities, but comes with several visual drawbacks. Virtual Spherical Lights (VSLs) [2] cope with one of these problems, but are too slow for real-time application. We want to integrate the concept of VSLs into a real-time GI framework, and experiment with various ways to use Imperfect Shadow Maps.

Task

Your task is to implement two extensions into an existing framework. You investigate the extension from VPLs to VSLs and try out a different sampling of Imperfect Shadow Maps. The result is a report on the usability of VSLs and different ISM sampling techniques in terms of performance and visual quality.

Requirements

You can either implement within an existing GI-Framework (DirectX, C++), or implement the VPL-based GI algorithm into a OpenGL-Rendering Framework (C++). Background knowledge to Global Illumination Theory is of advantage, but not necessary.

Tools

A fast nVidia Graphics-Card (8800 or GTX Generation) is of advantage. Can also be borrowed from the institute for the duration of the Praktikum.

Environment

C++, DirectX or OpenGL (depends on framework)

Additional Information

[1] Background to VPLs: Instant Radiosity (Keller)
[2] Virtual Spherical Lights (Hasan et al.)
[3] Imperfect Shadow Maps (Ritschel et al.)