Link collection of Voxel based Global Illumination
Cyril Crassin
- "Interactive Indirect Illumination Using Voxel Cone Tracing" Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. 2011
- "Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview" I3D 2011.
- "Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight" SIGGRAPH 2011.
- "Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination" Cyril Crassin. 2012.
- "Dynamic Sparse Voxel Octrees For Next-Gen Real-Time Rendering" Cyril Crassin. SIGGRAPH 2012.
- "Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer" Cyril Crassin, Simon Green. GTC 2012. OpenGL Insights
- "Octree-Based Sparse Voxelization for Real-Time Global Illumination" Cyril Crassin. 2010.
- "GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering" Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann. 2009
Compute-based voxelization
- "Fast Parallel Surface and Solid Voxelization on GPUs" Michael Schwarz, Hans-Peter Seidel
- "VoxelPipe: A Programmable Pipeline for 3D Voxelization" Jacopo Pantaleoni
Multi-pass graphics-based voxelization
- Hardware Accelerated Voxelization.
- "Real-Time Simulation and Rendering of 3D Fluids" GPU Gems 3
- "Flow Simulation with Complex Boundaries" GPU Gems 2
- "Conservative Voxelization" Zhang
- "Single-Pass GPU Solid Voxelization for Real-Time Applications" Elmar Eisemann, Xavier Decoret
- “Real-Time Voxelization for Complex Polygonal Models.” In Proceedings of the Computer Graphics and Applications
Volume Ray Casting
- "Far Voxels: A Multiresolution Framework for Interactive Rendering of Huge Complex 3D Models on Commodity Graphics Platforms"
- "A Simple and Flexible Volume Rendering Framework for Graphics-Hardware-based Raycasting"
Conservative Voxelization
- "Conservative Rasterization", Jon Hasselgren, Tomas Akenine-Möller, Lennart Ohlsson. GPU Gems2
- "Conservative voxelization" Long Zhang, Wei Chen, David S. Ebert, Qunsheng Peng
Articles
- "Next-Gen 3D Rendering Technology: Voxel Ray Casting"
- "When Will Ray Tracing Replace Rasterization?"
Others
- "The Technology Behind the “Unreal Engine 4 Elemental Demo" SIGGRAPH 2012, Martin Mittring
- "Efficient Sparse Voxel Octrees" Samuli Laine Tero Karras. 2010.
- "Voxel-based global illumination" Thiedemann, Henrich, Grosch, and Müller
- #AltDevBlog "Implementing Voxel Cone Tracing" Simon Yeung
- "Real-Time Hierarchical Binary-Scene Voxelization" Vincent Forest, Loic Barthe and Mathias Paulin. 2010.
- Voxel-Based GI at CMU by Kayvon Fatahalian
- Sample in OpenGL 4.3
- "Real-Time Volume Graphics Tutorial" Eurographics 2006
- "Real-Time Voxels"
- GPU voxelization by Alexandre Pestana
- "Smooth Mixed-Resolution GPU Volume Rendering"