Game Development Reference
previous article in this section by discussing an advanced tiled forward renderer
that was used in a full production environment. The authors go on to describe
many extensions to tiled forward rendering such as exploiting the latest GPU
hardware features, indirect lighting, advanced tile culling, and hybrid raytraced
“Progressive Screen-Space Multichannel Surface Voxelization,” by Athanasios
Gaitatzes and Georgios Papaioannou, describes a new technique for computing
scene voxelizations that can be used for real-time global illumination computa-
tion. The key idea of their article is that a voxelization is built incrementally
across frames from geometry present in the depth buffer, combining the perfor-
mance of screen-space approaches with improved volume coverage comparable to
Finally we present, “Rasterized Voxel-Based Dynamic Global Illumination,”
by Hawar Doghramachi. This article presents an approximate global illumination
technique, again building on a voxel representation: the scene is rendered into
a 3D read-write buffer using atomic functions. Next, the illumination of each
voxel is computed and it is then treated as an indirect (virtual) light source.
After propagating its contribution through the grid (similar to light propagation
volumes (LDVs)), the scene can be indirectly lit.
We would like to thank all our authors for sharing their exciting new work
with the graphics community. We hope that these ideas encourage readers to
further extend the state-of-the-art in real-time rendering and we look forward to
the new advances that these ideas inspire.
—Christopher Oat and Carsten Dachsbacher