Nepřímé osvětlení pomocí trasování kuželů
Indirect illumination is the fundamental part of realistic image synthesis. Its evaluation is computationally expansive and usually highly dependent on geometrical complexity of the scene. This thesis deals with the real-time indirect illumination. We examine the state of the art algorithms in this field and one of them, the Voxel Cone Tracing introduced by Crassin et al. in 2011, is implemented. The implementation uses capabilities of a modern GPU and is capable to render diffuse indirect illumination, glossy surfaces and ambient occlusion. This implementation is tested on five different scenes and produces satisfactory approximation of indirect illumination in interactive frame rates.