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. This method generates two virtual spherical Gaussian light sources (VSGLs) to roughly approximate 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
- Optimized for scenes lit by a spot light
Algorithm
- Render a reflective shadow map
- Generate a diffuse VSGL and glossy VSGL from the reflective shadow map
- Compute lighting from the two VSGLs
Limitations
- Light leaks
- No indirect shadows
- Lack of illumination details due to the rough approximation
Requirements
- Visual Studio 2019 with Windows 10 SDK
- Shader Model 6.0 capable GPU
Build and Run
- Open
MiniEngine/ModelViewer/ModelViewer_VS16.sln
- Select configuration: Debug (full validation), Profile (instrumented), Release
- 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
.