We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature of direct lighting requires accurate visibility, indirect illumination mostly consists of smooth gradations, which tend to mask errors due to incorrect visibility. We exploit this by approximating visibility for indirect illumination with imperfect shadow maps--low-resolution shadow maps rendered from a crude point-based representation of the scene. These are used in conjunction with a global illumination algorithm based on virtual point lights enabling indirect illumination of dynamic scenes at real-time frame rates. We demonstrate that imperfect shadow maps are a valid approximation to visibility, which makes the simulation of global illumination an order of magnitude faster than using accurate visibility.
Tobias Ritschel, Thorsten Grosch, Min H. Kim, Hans