TU Darmstadt / ULB / TUbiblio

Screen Space Cone Tracing for Glossy Reflections

Hermanns, Lukas and Franke, Tobias and Kuijper, Arjan (2016):
Screen Space Cone Tracing for Glossy Reflections.
In: Virtual, Augmented and Mixed Reality, Springer International Publishing, Switzerland, In: 8th International Conference, VAMR 2016, Toronto, Canada, July 17-22, 2016, In: Lecture Notes in Computer Science (LNCS); 9740, DOI: 10.1007/978-3-319-39907-2 29,
[Conference or Workshop Item]

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.

Item Type: Conference or Workshop Item
Erschienen: 2016
Creators: Hermanns, Lukas and Franke, Tobias and Kuijper, Arjan
Title: Screen Space Cone Tracing for Glossy Reflections
Language: English
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.

Title of Book: Virtual, Augmented and Mixed Reality
Series Name: Lecture Notes in Computer Science (LNCS); 9740
Publisher: Springer International Publishing, Switzerland
Uncontrolled Keywords: Guiding Theme: Visual Computing as a Service, Research Area: Computer graphics (CG), Global illumination, Realtime, Reflections
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Mathematical and Applied Visual Computing
Event Title: 8th International Conference, VAMR 2016
Event Location: Toronto, Canada
Event Dates: July 17-22, 2016
Date Deposited: 08 May 2019 06:24
DOI: 10.1007/978-3-319-39907-2 29
Export:
Suche nach Titel in: TUfind oder in Google

Optionen (nur für Redakteure)

View Item View Item