Game Development Reference
We have presented a novel screen-space method to progressively build a vox-
elization data structure on the GPU. Our method achieves improved quality
over nonprogressive methods, while it maintains the high performance merits of
The Atrium Sponza II Palace in Dubrovnik model was remodeled by Frank Meinl
at Crytek. The original Sponza model was created by Marko Dabrovic in early
2002. The Bunny and Dragon models are provided courtesy of the Stanford
University Computer Graphics Laboratory.
[Dachsbacher and Stamminger 05] Carsten Dachsbacher and Marc Stamminger.
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paioannou. “Two Simple Single-Pass GPU Methods for Multi-channel Sur-
face Voxelization of Dynamic Scenes.” In Pacific Conference on Computer
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Switzerland: Eurographics Association, 2011.
[Kaplanyan 09] Anton Kaplanyan. “Light Propagation Volumes in CryEngine 3.”
SIGGRAPH Course: Advances in Real-Time Rendering in 3D Graphics and
Games, SIGGRAPH 2009, New Orleans, LA, August 3, 2009.
[Kaplanyan and Dachsbacher 10] Anton Kaplanyan and Carsten Dachsbacher.
“Cascaded Light Propagation Volumes for Real-Time Indirect Illumination.”
In Symposium on Interactive 3D Graphics and Games (I3D) , pp. 99-107.
New York: ACM, 2010.
[Mavridis and Papaioannou 11] Pavlos Mavridis and Georgios Papaioannou.
“Global Illumination Using Imperfect Volumes.” Presentation, International
Conference on Computer Graphics Theory and Applications (GRAPP), Al-
garve, Portugal, 2011.
[Sloan et al. 02] Peter-Pike Sloan, Jan Kautz, and John Snyder. “Precomputed
Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency
Lighting Environments.” In 29th Conference on Computer Graphics and
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