Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering
Game engines typically use cube maps or screen space local reflections for simulating reflections effects at the real-time renderer pipeline. While these techniques work in many situations, they cannot deal well with reflections of reflections, reflections from covered spaces, reflections from eleme...
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| Published in | 2014 Brazilian Symposium on Computer Games and Digital Entertainment pp. 240 - 248 |
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| Main Authors | , , , |
| Format | Conference Proceeding |
| Language | English |
| Published |
IEEE
01.11.2014
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| Subjects | |
| Online Access | Get full text |
| ISSN | 2159-6654 |
| DOI | 10.1109/SBGAMES.2014.34 |
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| Abstract | Game engines typically use cube maps or screen space local reflections for simulating reflections effects at the real-time renderer pipeline. While these techniques work in many situations, they cannot deal well with reflections of reflections, reflections from covered spaces, reflections from elements outside the screen space or reflections from elements that change its shape or position in real-time. In this paper, we present a method capable of creating true real-time ray-traced reflections by using a heuristic based method and a hybrid renderer. Our solution maintain real-time frame rates by selecting, for each frame, the best reflexive surfaces to ray trace, based on the user's point of view. |
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| AbstractList | Game engines typically use cube maps or screen space local reflections for simulating reflections effects at the real-time renderer pipeline. While these techniques work in many situations, they cannot deal well with reflections of reflections, reflections from covered spaces, reflections from elements outside the screen space or reflections from elements that change its shape or position in real-time. In this paper, we present a method capable of creating true real-time ray-traced reflections by using a heuristic based method and a hybrid renderer. Our solution maintain real-time frame rates by selecting, for each frame, the best reflexive surfaces to ray trace, based on the user's point of view. |
| Author | Pagliosa, Paulo Clua, Esteban Andrade, Paulo Sabino, Thales |
| Author_xml | – sequence: 1 givenname: Paulo surname: Andrade fullname: Andrade, Paulo email: paulo@andrade.com organization: Medialab, Univ. Fed. Fluminense, Niteroi, Brazil – sequence: 2 givenname: Thales surname: Sabino fullname: Sabino, Thales email: tluisrs@gmail.com organization: Tecgraf, Pontifcia Univ. Catolica do Estado do Rio de Janeiro, Rio de Janeiro, Brazil – sequence: 3 givenname: Esteban surname: Clua fullname: Clua, Esteban email: esteban@ic.uff.br organization: Medialab, Univ. Fed. Fluminense, Niteroi, Brazil – sequence: 4 givenname: Paulo surname: Pagliosa fullname: Pagliosa, Paulo email: pagliosa@facom.ufms.br organization: FACOM, Univ. Fed. do Mato Grosso do Sul, Tres Lagoas, Brazil |
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| Snippet | Game engines typically use cube maps or screen space local reflections for simulating reflections effects at the real-time renderer pipeline. While these... |
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| SubjectTerms | Cameras Computer graphics; ray-tracing; parallel processing; image generation Games Ray tracing Real-time systems Rendering (computer graphics) Virtual environments Visualization |
| Title | Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering |
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