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	<title>Real-Time Rendering &#187; Crytek</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Cascaded Light Propagation Volumes for Indirect Illumination</title>
		<link>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/</link>
		<comments>http://www.realtimerendering.com/blog/cascaded-light-propagation-volumes-for-indirect-illumination/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 17:44:28 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Crytek]]></category>
		<category><![CDATA[I3D 2010]]></category>
		<category><![CDATA[light propagation volumes]]></category>

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		<description><![CDATA[This I3D 2010 paper by Anton Kaplanyan (Crytek) and Carsten Daschbacher (University of Stuttgart) is now online on Crytek&#8217;s publications page, with video and talk slides.  The paper extends and describes in more detail the real-time global illumination technique Anton presented at SIGGRAPH 2009.  The most significant extension over the SIGGRAPH 2009 presentation is the [...]]]></description>
			<content:encoded><![CDATA[<p>This I3D 2010 paper by Anton Kaplanyan (<a href="http://www.crytek.com/index.php">Crytek</a>) and<a href="http://www.vis.uni-stuttgart.de/~dachsbcn/"> Carsten Daschbacher</a> (<a href="http://www.uni-stuttgart.de/">University of Stuttgart</a>) is <a href="http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_I3D/2010-I3D_CLPV.pdf">now online</a> on <a href="http://www.crytek.com/technology/presentations/">Crytek&#8217;s publications page</a>, with <a href="http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_I3D/2010-I3D_CLPV.zip">video</a> and <a href="http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_I3D/2010-I3D_CLPV.ppt">talk slides</a>.  The paper extends and describes in more detail the real-time global illumination technique Anton presented at SIGGRAPH 2009.  The most significant extension over the SIGGRAPH 2009  presentation is the addition of coarse occlusion for indirect bounce  light.</p>
<p>Although there have been many recent papers on &#8220;real-time&#8221; global illumination, this technique is the only one so far that is at all feasible for current-generation consoles.  Crytek&#8217;s new <a href="http://mycryengine.com/">CryEngine 3</a> has implementations of it on <a href="http://www.xbox.com/">XBox 360</a> and <a href="http://www.playstation.com/">Playstation 3</a>, and the technique will presumably be used in the upcoming <a href="http://www.ea.com/games/crysis-2"><em>Crysis 2</em></a> game as well.</p>
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