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Practical GPU and Voxel-Based Indirect Illumination for Real Time Computer Games

Indirect illumination techniques greatly improve the realism of computer generated 3D scenes. However, most of these techniques are used offline and rely on pre-baked solutions which do not support dynamic updates. There are some real time solutions but usually the degree of realism that they achieve is not convincing enough. We present a real time solution based on a voxel representation of the scene generated from the mesh representation paired with an approximate voxel cone tracing technique which achieves good visual results and interactive frame rates. We also present an integration of this solution into a custom game engine to demonstrate the usage viability of the method in real world scenarios.