Reflective Shadow Maps

This post is going to a brief one on a nice little extension to shadow mapping for the rendering of plausible indirect illumination. It's not quite as state-of-the-art or even as performant as voxel cone tracing, which I wrote about in a previous entry, but the theoretical foundations lend some insight into ways that we … Continue reading Reflective Shadow Maps

Global Illumination Using Voxel Cone Tracing

Facilitating a reasonable and ideally physical description of light in the presence of real-time constraints has sort of been the driver of recent work in the field of interactive computer graphics. Lord knows that there are various deferred shading techniques dedicated to increasing the photorealism of a scene by leveraging computations from preceding frames. For … Continue reading Global Illumination Using Voxel Cone Tracing