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Real-Time Multiply Recursive Reflections and Refractions using Hybrid Rendering

Författare

Summary, in English

We present a new method for real-time render- ing of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume hierarchy (BVH). For objects further from the camera, rasterization is used to create G-buffers which store an image-based representation of the scene out- side the near objects. Rays that exit the BVH continue tracing in the G-buffers’ perspective space using ray marching, and can even be reflected back into the BVH. Our hybrid renderer is to our knowledge the first method to merge real- time ray tracing techniques with image-based rendering to achieve smooth transitions from accurately ray-traced fore- ground objects to image-based representations in the back- ground. We are able to achieve more complex reflections and refractions than existing screen space techniques, and offer reflections by off-screen objects. Our results demonstrate that our algorithm is capable of rendering multiple bounce reflections and refractions, for scenes with millions of triangles, at 720p resolution and above 30 FPS.

Publiceringsår

2015

Språk

Engelska

Sidor

1395-1403

Publikation/Tidskrift/Serie

Visual Computer

Volym

31

Issue

10

Dokumenttyp

Artikel i tidskrift

Förlag

Springer

Ämne

  • Computer Science

Aktiv

Published

Forskningsgrupp

  • Computer Graphics

ISBN/ISSN/Övrigt

  • ISSN: 0178-2789