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GIGL - Tiny Global Illumination OpenGL Renderer

scr_gi

scr_mult_scat

DISCLAIMER: this is a work in progress! :-)

Loosely based on the following papers:

  1. Keller, "Instant radiosity";
  2. Engelhardt et al., "Instant multiple scattering for interactive rendering of heterogeneous participating media";
  3. Engelhardt et al., "Approximate bias compensation for rendering scenes with heterogeneous participating media".

Requirements:

  1. MSVC2013 redistributables (https://www.microsoft.com/en-us/download/details.aspx?id=40784);
  2. graphics drivers with OpenGL 4.4 support.

Notice:

During the first start up, the renderer will procedurally generate volume density textures (64^3 in the world space, and 64x1024^2 precomputed in the camera space). This may take a few seconds. The subsequent program launches will be considerably faster, as the textures will be read from the disk.

Controls:

  • Arrow keys move the primary light source;
  • Numpad + - control the volume density;
  • Numpad * / control the exposure time;
  • F toggle the fog;
  • G toggle global illumination;
  • M toggle the use of ray marching to compute transmittance along shadow rays;
  • SPACE reset all settings;
  • R reset the accumulation buffer (hold to temporarily disable it);
  • C toggle clamping and the primary light source;
  • 1 set the VPL count to 10;
  • 2 set the VPL count to 50;
  • 3 set the VPL count to 150;
  • ESC exit the application.

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