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Screen space cone tracing for glossy reflections

: Hermanns, Lukas; Franke, Tobias


Association for Computing Machinery -ACM-; Association for Computing Machinery -ACM-, Special Interest Group on Computer Graphics and Interactive Techniques -SIGGRAPH-:
41st International Conference and Exhibition on Computer Graphics and Interactive Techniques, SIGGRAPH 2014 : Vancouver, Canada, August 10-14, 2014, Posters Proceedings
New York: ACM Press, 2014
ISBN: 978-1-4503-2958-3
Art. 102
International Conference and Exhibition on Computer Graphics and Interactive Techniques (SIGGRAPH) <41, 2014, Vancouver>
Conference Paper
Fraunhofer IGD ()
Realtime Rendering; global illumination

A typical modern engine has a postprocessing pipeline which can be used to augment the final image from a previous render process with several effects. These usually include depth-of-field, crepuscular rays, tonemapping or morphological antialiasing. Such effects can be easily added to any existing renderer, since they usually rely only on information readily available in screen space. Recently, global illumination algorithms have been mapped to postprocessing effects, such as the wide selection of Screen Space Ambient Occlusion methods. An insight in [Ritschel et al. 2009] is that screen space algorithms can sample more information than just occlusion: in addition to visibility Screen Space Direct Occlusion samples neighboring pixels to gather indirect bounces. Soler et al. [Soler et al. 2010] use mipmapped buffers to sample diffuse farfield indirect illumination and importance sample specular cones for glossy reflections, but do not consider to use mipmaps to access prefiltered bounces for specular cones. We present Screen Space Cone Tracing (SSCT), a method to simulate glossy and specular reflections. Instead of regular screen-space ray tracing, we adopt the concept of cone-tracing on hierarchical, prefiltered buffers to reduce integration costs.