Nvidia GeForce GTX 980 White Paper page 17

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MAXWELL: ENABLING THE NEXT
GeForce GTX 980 Whitepaper
FRONTIER IN PC GRAPHICS
Figure 8: Voxelization results
Once the voxel coverage stage is complete, we store information into each voxel describing how the
physical geometry will respond to light. This includes encoding the material's opacity and
emissive/reflective properties. We then evaluate direct lighting at each non-empty voxel, and render the
scene multiple times from the point of view of different light sources, capturing the amount of light that
hits each voxel.
In the figure below, the direct light source indicated by the yellow dot causes light to strike the white
walls and some of the surfaces of the red and green boxes. Each will then emit reflected light based on
the color of the object (i.e., the white wall will emit a small amount of reflected white light, while the
green box will emit reflected green light).
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