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.
- 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
- Render a reflective shadow map
- Generate a diffuse VSGL and glossy VSGL from the reflective shadow map
- Compute lighting from the two VSGLs
- Light leaks
- No indirect shadows
- Lack of illumination details due to the rough approximation
- Visual Studio 2019 with Windows 10 SDK
- Shader Model 6.0 capable GPU
- Open
MiniEngine/ModelViewer/ModelViewer_VS16.sln
- Select configuration: Debug (full validation), Profile (instrumented), Release
- Build and run
- Forward/Backward/Strafe: left thumbstick or WASD (FPS controls)
- Up/Down: triggers or E/Q
- Yaw/Pitch: right thumbstick or mouse
- 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
- 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
This software is released under the MIT License, see LICENSE.txt
.