Hofmann N, Bogendörfer P, Stamminger M, Selgrad K (2017)
Publication Language: English
Publication Type: Conference contribution, Original article
Publication year: 2017
Publisher: ACM
City/Town: Los Angeles
Pages Range: (to appear)
Conference Proceedings Title: Proceedings of the 9th High-Performance Graphics Conference
URI: https://dl.acm.org/doi/10.1145/3105762.3105781
In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are more important than strictly correct ones. However, even in such tightly controlled environments, missing scene information can cause visible artifacts. This can be tackled by keeping multiple layers of screen-space information, but might not be afforable on severely limited time-budgets. Traversal speed of single-layer ray marching is commonly improved by multi-resolution schemes, from sub-sampling to stepping through mip-maps to achieve faster frame rates. We show that by combining these approaches, keeping multiple layers and tracing on multiple resolutions, images of higher quality can be computed rapidly. Figure 1 shows this for two scenes with multi-bounce reflections that would show strong artifacts when using only a single layer.
APA:
Hofmann, N., Bogendörfer, P., Stamminger, M., & Selgrad, K. (2017). Hierarchical Multi-Layer Screen-Space Ray Tracing. In ACM (Eds.), Proceedings of the 9th High-Performance Graphics Conference (pp. (to appear)). Los Angeles, US: Los Angeles: ACM.
MLA:
Hofmann, Nikolai, et al. "Hierarchical Multi-Layer Screen-Space Ray Tracing." Proceedings of the High Performance Graphics 2017, Los Angeles Ed. ACM, Los Angeles: ACM, 2017. (to appear).
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