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Ray Traced Level of Detail Cross-Fades Made Easy

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Ray Tracing Gems II
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Abstract

Ray tracing techniques in today's game engines need to coexist with rasterization techniques in hybrid rendering pipelines. In the same throw, level of detail (LOD) techniques that are used to bring down the cost of rasterization need to be matched by ray traced effects to prevent rendering artifacts. This chapter revisits solutions to some problems that can arise from combining ray tracing and rasterization but also touches on methods for more generalized ray traced LOD transitions.

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Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do not have permission under this license to share adapted material derived from this chapter or parts of it.

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Gruen, H. (2021). Ray Traced Level of Detail Cross-Fades Made Easy. In: Marrs, A., Shirley, P., Wald, I. (eds) Ray Tracing Gems II. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7185-8_26

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