Game Development Reference
Initial voxels from camera buffer
Initial voxels from light source buffer
Incrementally updated voxels after camera
moves inside the room
Figure 6.4. Left: Screen-space voxelization after one step of the process having injected
the camera and light buffers (top), and voxelization of the scene after the camera has
moved for several frames (bottom). Right: Example of resulting indirect illumination
(top) and final illumination (bottom).
Figure 6.5. Progressive voxelization of a scene. Red voxels correspond to screen-space
voxelization using image buffers from the current frame only, while other colors refer to
voxels generated during previous frames using PV. On the right, volume-based global
illumination results using the corresponding volumes. PV (top) achieves more correct
occlusion and stable lighting.