ABSTRACT
Reflection occlusion(RO) method can yield the self-occluded effect when using environment maps to produce a reflection scene. In most modern renderers the common approaches to achieve RO are the ray-trace method and the static reflection maps method. We propose screen-space reflection occlusion(SSRO) method to compute RO in screen-space like screen-space ambient occlusion in [Bavoil et al. 2008] and screen-space directional occlusion in [Ritschel et al. 2009]. Our different strategies for both calculating the occlusion value and sampling in the depth image enable SSRO to calculate RO in real-time and to deal with dynamic scenes, variational lighting environments and changing views.
Supplemental Material
Available for Download
- Akenine-Möller, T., Haines, E., and Hoffman, N. 2008. Real-Time Rendering 3rd Edition. A. K. Peters, Ltd., Natick, MA, USA, 297.Google Scholar
- Bavoil, L., Sainz, M., and Dimitrov, R. 2008. Image-space horizon-based ambient occlusion. In SIGGRAPH '08: ACM SIGGRAPH 2008 talks, ACM, New York, NY, USA, 1--1. Google ScholarDigital Library
- Ritschel, T., Grosch, T., and Seidel, H.-P. 2009. Approximating dynamic global illumination in image space. In I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games, ACM, New York, NY, USA, 75--82. Google ScholarDigital Library
Index Terms
- Real-time horizon-based reflection occlusion
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