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Ray Tracing in Control

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Ray Tracing Gems II

Abstract

In this chapter, we describe how ray tracing was used in Control. We explain how all ray tracing-based effects, including opaque and transparent reflections, near field indirect diffuse illumination, and contact shadows, were implemented. Furthermore, we describe the denoisers tailored for these effects. These effects resulted in exceptional visual quality in the game, while maintaining real-time frame rates.

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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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Sjöholm, J., Jukarainen, P., Aalto, T. (2021). Ray Tracing in Control. 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_46

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