Global lighting for static geometry

I am trying to find a suitable global illumination method, preferably based on OpenGL or GPGPU, for illuminating an outdoor scene in which there are static objects and dynamic light sources (this is a city model). It does not have to be very detailed or precise, but it should be quite simple and, if possible, iterative and refining (so I can display intermediate results).

The best matches I have found on the Internet are ray tracing, radiation pre-transmission (PRT) and radio emission.

Ray tracing will be too slow for my application. PRT seems too complex and has a huge pre-compression step, and radio emission seems too slow, and I'm not sure if it can be implemented with multiple streams.

Does anyone know a better technique or workaround above?

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2 answers

In terms of a more realistic and useful approach than svoGI (Vassel Crassin technology), you can consider the amount of deferred illumination, there is an excellent webGL demonstration with full source code here , based on the use of spherical harmonics .

, LPV, , .

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