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Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights

License: Other

C++ 63.08% C 24.29% HLSL 12.64%

vsgl's Introduction

Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights

This is an improved implementation of "Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights" on Microsoft MiniEngine. It roughly approximates virtual point lights (VPLs) with two virtual spherical Gaussian lights (VSGLs) for real-time single-bounce indirect illumination.

Method Overview

  • Approximate diffuse-to-diffuse, diffuse-to-glossy, glossy-to-diffuse, and glossy-to-glossy reflections
  • Completely dynamic, no precomputation and no lookup tables
  • Specialized for scenes locally lit by a spotlight

Algorithm

  1. Generate VPLs by rendering a reflective shadow map
  2. Approximate the VPLs into a diffuse VSGL and glossy VSGL
  3. Compute lighting from the two VSGLs

Limitations

  • Light leaks
  • No indirect shadows
  • Lack of illumination details due to the rough approximation

Requirements

Getting Started

  1. Open ModelViewer/ModelViewer.sln
  2. Select configuration: Debug (full validation), Profile (instrumented), Release
  3. Build and run

Controls

Camera

  • Forward/Backward/Strafe: left thumbstick or WASD (FPS controls)
  • Up/Down: triggers or E/Q
  • Yaw/Pitch: right thumbstick or mouse

Light

  • Forward/Backward/Strafe: left thumbstick or WASD (FPS controls) + left mouse button
  • Up/Down: triggers or E/Q + left mouse button
  • Yaw/Pitch: right thumbstick or mouse + left mouse button

Others

  • Toggle slow movement: click left thumbstick or lshift
  • Open debug menu: back button or backspace
  • Navigate debug menu: dpad or arrow keys
  • Toggle debug menu item: A button or return
  • Adjust debug menu value: dpad left/right or left/right arrow keys

License

This software is released under the MIT License, see LICENSE.txt.

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