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Fast and Realistic Reflections Using Screen Space and GPU Ray Tracing—A Case Study on Rigid and Deformable Body Simulations

Published: 12 November 2018 Publication History

Abstract

The realistic representation of light within a computational domain is not a trivial task. Although several rendering approaches exist, the ray tracing technique is highly regarded as robust and realistic; however, its computational cost is still prohibitive for real-time games and other 3D applications. A modern tradeoff is to pair the ray tracing with the rasterization step, the former being responsible for generating complex lighting interactions, such as reflections, while the latter is used to generate less demanding visual effects, such as diffuse lighting and shadows. The stated framework has been studied by several authors, but it has not been shown to work both efficiently and accurately for highly dynamic scenes with deformable geometry. Stepping in this direction, this work presents a case study whose goal is to generate fast and realistic reflections on rigid and deformable body simulations using a hybrid approach that brings together the Screen Space technique with the GPU ray tracing algorithm and their respective main capabilities. The results show that not only realistic reflections can be generated at interactive rates, but also that the hybrid approach allows to achieve a certain level of scalability with respect to the number of triangles updated on every frame during the simulations.

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  • (2022)DHR: Distributed Hybrid Rendering for Metaverse ExperiencesProceedings of the 1st Workshop on Interactive eXtended Reality10.1145/3552483.3556455(51-59)Online publication date: 14-Oct-2022

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  1. Fast and Realistic Reflections Using Screen Space and GPU Ray Tracing—A Case Study on Rigid and Deformable Body Simulations

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    cover image Computers in Entertainment
    Computers in Entertainment   Volume 16, Issue 4
    FINAL EDITION
    November 2018
    82 pages
    EISSN:1544-3574
    DOI:10.1145/3292146
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 12 November 2018
    Accepted: 01 June 2018
    Revised: 01 May 2018
    Received: 01 September 2017
    Published in CIE Volume 16, Issue 4

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    Author Tags

    1. Fast and realistic reflections
    2. hybrid model
    3. rigid and deformable body simulations

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    • (2022)DHR: Distributed Hybrid Rendering for Metaverse ExperiencesProceedings of the 1st Workshop on Interactive eXtended Reality10.1145/3552483.3556455(51-59)Online publication date: 14-Oct-2022

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