I am happy to present you a new approach to compute indirect illumination and ambient occlusion in real-time using a pre-filtered geometry representation stored inside a sparse voxel octree, as well as a new approximate voxel-based cone-tracing. The sparse voxel octree is used as a proxy for occlusion information and indirect illumination, it supports dynamic objects and environments thanks to a new very fast voxelization algorithm that updates the octree structure and pre-filter geometry and lighting information.

This work has been done in collaboration with Miguel Sainz and Simon Green from  NVIDIA, as well as Fabrice Neyret from CNRS and Elmar Eisemann from ParisTech.

I will present this work as a talk at Siggraph 2011 in Vancouverso come to see it !
Tuesday, 9 August 9:00 am - 10:30 am | West Building, Rooms 109/110
https://artis.imag.fr/Publications/2011/CNSGE11a/

More details can be found in our I3D2011 Poster: http://artis.imag.fr/Publications/2011/CNSGE11/
And a paper is coming soon ;-)

[Update 30/06/2011]: Benoit Rogez wrote a very good article about our approach on 3DVF (in French) : here

Indirect lighting (global illumination):
High quality video: http://artis.imag.fr/Membres/Cyril.Crassin/GIVoxels/Siggraph11_GI1.mov







Ambient occlusion:
High quality video: http://artis.imag.fr/Membres/Cyril.Crassin/GIVoxels/Siggraph11_AO1.mov