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The tomorrow children: lighting and mining with voxels

Published:31 July 2015Publication History

ABSTRACT

The unique visual look and gameplay envisioned for The Tomorrow Children demanded that we implement real-time Global Illumination (GI) as well as dynamically modifiable landscapes all running at 30hz on the PlayStation 4 console hardware. Users needed to be able to dig holes in fallen monsters and create vast structures all at runtime without any pre-baking and have beautiful GI 100% of the time. To achieve this we used a variant of Voxel Cone Tracing [Crassin et al. 2011] to provide both direct and 3 bounce indirect illumination.

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References

  1. Crassin, C., Neyret, F., and Others. 2011 Interactive Indirect Illumination Using Voxel-Based Cone Tracing : An Insight.Google ScholarGoogle Scholar
  2. Kaplanyan, A., Dachsbacher, C., 2010. Cascaded Light Propagation Volumes for Real-time Indirect Illumination.Google ScholarGoogle Scholar

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  1. The tomorrow children: lighting and mining with voxels

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
        July 2015
        82 pages
        ISBN:9781450336369
        DOI:10.1145/2775280

        Copyright © 2015 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 31 July 2015

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