• DocumentCode
    1786148
  • Title

    Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering

  • Author

    Andrade, Paulo ; Sabino, Thales ; Clua, Esteban ; Pagliosa, Paulo

  • Author_Institution
    Medialab, Univ. Fed. Fluminense, Niteroi, Brazil
  • fYear
    2014
  • fDate
    12-14 Nov. 2014
  • Firstpage
    240
  • Lastpage
    248
  • 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.
  • Keywords
    computer games; digital simulation; ray tracing; rendering (computer graphics); cube maps; game engines; heuristic based hybrid rendering; real time ray-traced reflections; real-time frame rates; real-time renderer pipeline; reflections effect simulation; reflexive surfaces; screen space local reflections; Cameras; Games; Ray tracing; Real-time systems; Rendering (computer graphics); Virtual environments; Visualization; Computer graphics; ray-tracing; parallel processing; image generation;;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Games and Digital Entertainment (SBGAMES), 2014 Brazilian Symposium on
  • Conference_Location
    Porto Alegre
  • Type

    conf

  • DOI
    10.1109/SBGAMES.2014.34
  • Filename
    7000053