Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: The many-lights real time Global Illumination (GI) algo- rithm is promising but requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lor the accuracy of indirect illumination or pre- vent the rendering of fully dynamic scenes. ,  propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-lights algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly.
['Che Sun', 'Emmanuel Agu']
I am writing a research paper on a idea Many-Lights Real Time Global Illumination Using Sparse Voxel Octree
[{"from": "human", "value": "I am writing a research paper on a idea Many-Lights Real Time Global Illumination Using Sparse Voxel Octree"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: The many-lights real time Global Illumination (GI) algo- rithm is promising but requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lor the accuracy of indirect illumination or pre- vent the rendering of fully dynamic scenes. ,  propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-lights algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly."}]