Computer graphics today is less and less about the compromise between the rendering time and the quality of the produced image. Although the usage of physically correct lighting models in real-time rendering is not quite possible yet for general use, various solutions using approximated illumination can produce fairly realistic results in modern video games already.
Even if newer generations of GPUs are no longer the hardware realizations of the rasterization pipeline, rasterization as a technique for image synthesis is still the most widespread method for producing real-time computer graphics. Calculating the global illumination in such environment is a difficult task, but numerous algorithms have been developed to provide a solution to the problem.
In this thesis, I’ll present the background of the global illumination problem and its relation with the graphics API and hardware, then overview some of the solutions that are used in practice to tackle it. Additionally I’ll present my own implementation of one such technique called Voxel Cone Tracing with its theoretical background and notable implementation points. Finally, I’ll evaluate my results in regards to quality and performance.