Screen Space Cone Tracing for Glossy Reflections
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  • 刊名:Lecture Notes in Computer Science
  • 出版年:2016
  • 出版时间:2016
  • 年:2016
  • 卷:9740
  • 期:1
  • 页码:308-318
  • 全文大小:811 KB
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  • 作者单位:Lukas Hermanns (15)
    Tobias Franke (16)
    Arjan Kuijper (15) (16)

    15. Technische Universität Darmstadt, Darmstadt, Germany
    16. Fraunhofer IGD, Darmstadt, Germany
  • 丛书名:Virtual, Augmented and Mixed Reality
  • ISBN:978-3-319-39907-2
  • 刊物类别:Computer Science
  • 刊物主题:Artificial Intelligence and Robotics
    Computer Communication Networks
    Software Engineering
    Data Encryption
    Database Management
    Computation by Abstract Devices
    Algorithm Analysis and Problem Complexity
  • 出版者:Springer Berlin / Heidelberg
  • ISSN:1611-3349
  • 卷排序:9740
文摘
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.

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