What does this list contain?

So I decided to do a little research on realtime (mostly) global illumination techniques, and compile a little list here.

If you have any suggestions, or any techniques that I may have missed please let me know.

Note that I deliberately excluded path tracing, ray tracing or photon mapping based techniques.

Also I’ll try to focus on techniques that allow dynamic scene AND dynamic lighting in realtime.

Realtime should mean at least 30 fps on the latest hardware in 1080p.

Reflective Shadow Maps

Original paper: http://www.vis.uni-stuttgart.de/~dachsbcn/download/rsm.pdf

Splatting version: http://www.vis.uni-stuttgart.de/~dachsbcn/download/sii.pdf

Multiresolution splatting version (from GPU pro): http://homepage.cs.uiowa.edu/~cwyman/publications/files/multiResSplat4Indirect/multiResolutionSplatting.pdf

Paper on optimization: http://cgg.mff.cuni.cz/~jaroslav/papers/mlcourse2012/mlcourse2012%20-%2005%20-%20dachsbacher_notes.pdf

Clustering: http://cg.ivd.kit.edu/publications/2012/RSMC/RSMC.pdf

http://cg.ivd.kit.edu/downloads/i3d2011ssbc.pdf

Clustered visibility: http://www.mpi-inf.mpg.de/~ritschel/Papers/ClusteredVisibility.pdf

A demo: http://www.nichego-novogo.net/temp/RSM1.rar

Several techniques (rsm, lpv, voxel gi): http://www.tobias-franke.eu/?dev

Voxel Cone Tracing

Original papers:

[FIXED] https://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel-cone-tracing

[FIXED] http://www.icare3d.org/research-cat/publications/gigavoxels-a-voxel-based-rendering-pipeline-for-efficient-exploration-of-large-and-detailed-scenes.html

Additional papers:

http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf

http://on-demand.gputechconf.com/gtc/2012/presentations/S0610-GTC2012-Octree-Voxelization-Global.pdf

http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-based-global-illumination-gpus.pdf

[UPDATED] http://fumufumu.q-games.com/archives/Cascaded_Voxel_Cone_Tracing_final_speaker_notes.pdf

Demo with source: https://github.com/domme/VoxelConeTracing

http://www.geeks3d.com/20121214/voxel-cone-tracing-global-illumination-in-opengl-4-3/

Video: http://vimeo.com/75698788

http://www.youtube.com/watch?v=SUiUlRojBpM

Blog post(s) about it: http://realtimevoxels.blogspot.hu/

http://www.altdevblogaday.com/2013/01/31/implementing-voxel-cone-tracing/

Layered Reflective Shadow Maps

[UPDATE] Original paper and video: https://software.intel.com/en-us/articles/layered-reflective-shadow-maps-for-voxel-based-indirect-illumination

Note: this is a similar technique to voxel cone tracing, quality is similar, performance seems to be worse overall, but I think there’s room for more tricks… Oh, and surprisingly it runs on an Intel Iris pro (at 200ms 🙂 )

Light propagation volumes

Original papers:

http://www.crytek.com/download/Light_Propagation_Volumes.pdf

Cascaded;

http://www.crytek.com/cryengine/cryengine3/presentations/cascaded-light-propagation-volumes-for-real-time-indirect-illumination

http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf

http://www.crytek.com/download/2010-I3D_CLPV.ppt

VPL based: http://web.cs.wpi.edu/~emmanuel/courses/cs563/S12/slides/cs563_xin_wang_lpv_wk7_p2.pdf

Octree: http://www.jiddo.net/index.php/projects/other-projects/80-thesis-octree-lpv

Demos:

http://www.rafwrobel.com/lpv/lpv.zip

http://3d.benjamin-thaut.de/Files/file.php?id=8

http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip

+ there’s a sample in the nvidia DX11 sdk

Videos:

http://www.youtube.com/watch?v=vPQ3BbuYVh8

In Fable Legends: http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/

SSDO

Original paper: http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf

Deferred: http://kayru.org/articles/dssdo/

Note that this is not really a GI solution rather a local GI solution where local means that it works well on small details, but it fails to grab the whole picture…

Deferred radiance transfer volumes

Original paper: http://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global

Demo at: http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/

Radiance hints method

Original paper: http://graphics.cs.aueb.gr/graphics/docs/papers/RadianceHintsPreprint.pdf

[FIXED] playable at: http://tesseract.gg/