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Screen Space Cone Tracing for Glossy Reflections

Hermanns, Lukas and Franke, Tobias (2014):
Screen Space Cone Tracing for Glossy Reflections.
In: Computer Graphics Annual Conference Series, p. 102, ACM, New York, ACM SIGGRAPH 2014 Posters, DOI: 10.1145/2614217.2614274,
[Conference or Workshop Item]

Abstract

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.

Item Type: Conference or Workshop Item
Erschienen: 2014
Creators: Hermanns, Lukas and Franke, Tobias
Title: Screen Space Cone Tracing for Glossy Reflections
Language: English
Abstract:

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.

Series Name: Computer Graphics Annual Conference Series
Publisher: ACM, New York
Uncontrolled Keywords: Business Field: Virtual engineering, Research Area: Computer graphics (CG), Research Area: (Interactive) simulation (SIM), Realtime rendering, Global illumination
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Event Title: ACM SIGGRAPH 2014 Posters
Date Deposited: 12 Nov 2018 11:16
DOI: 10.1145/2614217.2614274
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