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Screen space cone tracing for glossy reflections

: Hermanns, Lukas; Franke, Tobias; Kuijper, Arjan


Lackey, S.:
Virtual, augmented and mixed reality. 8th international conference, VAMR 2016 : Held as part of HCI International 2016, Toronto, Canada, July 17-22, 2016: Proceedings
Cham: Springer International Publishing, 2016 (Lecture Notes in Computer Science 9740)
ISBN: 978-3-319-39906-5 (Print)
ISBN: 978-3-319-39907-2 (Online)
International Conference on Virtual, Augmented and Mixed Reality (VAMR) <8, 2016, Toronto>
International Conference on Human-Computer Interaction (HCI International) <18, 2016, Toronto>
Fraunhofer IGD ()
global illumination; realtime; reflections; Guiding Theme: Visual Computing as a Service; Research Area: Computer graphics (CG)

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.