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Screen Space Cone Tracing for Glossy Reflections

  • Lukas Hermanns
  • Tobias Franke
  • Arjan KuijperEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9740)

Abstract

Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery and has become a widely used method in real-time graphics applications, such as Computer Aided Design (CAD), Augmented Reality (AR) and video games. Path tracing can already achieve photo-realism by shooting thousands or millions of rays into a 3D scene for every pixel, which results in computational overhead exceeding real-time budgets. However, with modern programmable shader pipelines, a fusion of ray-casting algorithms and rasterization is possible, i.e. methods, which are similar to testing rays against geometry, can be performed on the GPU within a fragment (or rather pixel-) shader. Nevertheless, many implementations for real-time GI still trace perfect specular reflections only. In this work the advantages and disadvantages of different reflection methods are exposed and a combination of some of these is presented, which circumvents artifacts in the rendering and provides a stable, temporally coherent image enhancement. The benefits and failings of this new method are clearly separated as well. Moreover the developed algorithm can be implemented as pure post-process, which can easily be integrated into an existing rendering pipeline.

Keywords

Planar Reflection Global Illumination Reflective Geometry Screen Space Indirect Lighting 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Technische Universität DarmstadtDarmstadtGermany
  2. 2.Fraunhofer IGDDarmstadtGermany

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