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
Link To Document