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Screen Space Cone Tracing for Glossy Reflections

Hermanns, Lukas ; Franke, Tobias ; Kuijper, Arjan (2016)
Screen Space Cone Tracing for Glossy Reflections.
8th International Conference, VAMR 2016. Toronto, Canada (July 17-22, 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: July 17-22, 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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