Hermanns, Lukas ; Franke, Tobias ; Kuijper, Arjan (2016)
Screen Space Cone Tracing for Glossy Reflections.
8th International Conference, VAMR 2016. Toronto, Canada (17.07.2016-22.07.2016)
doi: 10.1007/978-3-319-39907-2_29
Konferenzveröffentlichung, Bibliographie
Kurzbeschreibung (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.
Typ des Eintrags: | Konferenzveröffentlichung |
---|---|
Erschienen: | 2016 |
Autor(en): | Hermanns, Lukas ; Franke, Tobias ; Kuijper, Arjan |
Art des Eintrags: | Bibliographie |
Titel: | Screen Space Cone Tracing for Glossy Reflections |
Sprache: | Englisch |
Publikationsjahr: | Juli 2016 |
Verlag: | Springer International Publishing, Switzerland |
Buchtitel: | Virtual, Augmented and Mixed Reality |
Reihe: | Lecture Notes in Computer Science (LNCS); 9740 |
Veranstaltungstitel: | 8th International Conference, VAMR 2016 |
Veranstaltungsort: | Toronto, Canada |
Veranstaltungsdatum: | 17.07.2016-22.07.2016 |
DOI: | 10.1007/978-3-319-39907-2_29 |
Kurzbeschreibung (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. |
Freie Schlagworte: | Guiding Theme: Visual Computing as a Service, Research Area: Computer graphics (CG), Global illumination, Realtime, Reflections |
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Mathematisches und angewandtes Visual Computing |
Hinterlegungsdatum: | 08 Mai 2019 06:24 |
Letzte Änderung: | 08 Mai 2019 06:24 |
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