摘要 |
Techniques for single pass radiosity from depth peels are described. In one or more embodiments, radiosity for frames of a graphics presentation is computed using depth peel techniques. This may occur by rendering geometry for a frame and then computing two depth peels per frame based on the geometry, which can be used to determine occlusion of secondary bounce lights as well as color and intensity of third bounce lights for radiosity. The two depth peels may be generated in a single rendering pass by reusing rejected geometry of a front depth peel as geometry for a back depth peel. The use of depth peels in this manner enables accelerated radiosity computations for photorealistic illumination of three dimensional graphics that may be performed dynamically at frame rates typical for real-time game play and other graphics presentations. |