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 in2014 Brazilian Symposium on Computer Games and Digital Entertainment pp. 240 - 248
Main Authors Andrade, Paulo, Sabino, Thales, Clua, Esteban, Pagliosa, Paulo
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.11.2014
Subjects
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ISSN2159-6654
DOI10.1109/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.
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
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  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...
SourceID ieee
SourceType Publisher
StartPage 240
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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