Optimized mobile rendering techniques based on local cubemaps

Roberto Lopez Mendez, Sylwester Bala
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Abstract

Local cubemaps (LC) were introduced for the first time more than ten years ago for rendering reflections [Bjorke 2004]. Nevertheless it is only in recent years that major game engines have incorporated this technique. In this paper we introduce a generalized concept of LC and present two new LC applications for rendering shadows and refractions. We show that limitations associated with the static nature of LC can be overcome by combining this technique with other well-known runtime techniques for reflections and shadows. Rendering techniques based on LC allow high quality shadows, reflections and refractions to be rendered very efficiently which makes them ideally suited to mobile devices where runtime resources must be carefully balanced [Ice Cave Demo 2015].
基于局部立方体地图的优化移动渲染技术
局部立方体地图(LC)在十多年前首次被引入,用于渲染反射[Bjorke 2004]。然而,直到最近几年,主流游戏引擎才开始采用这种技术。本文介绍了LC的广义概念,并介绍了两种新的LC应用于绘制阴影和折射。我们表明,与LC静态特性相关的限制可以通过将此技术与其他著名的反射和阴影运行时技术相结合来克服。基于LC的渲染技术可以非常有效地渲染高质量的阴影、反射和折射,这使得它们非常适合运行时资源必须仔细平衡的移动设备[冰洞演示2015]。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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