Hierarchical multi-layer screen-space ray tracing

Nikolai Hofmann, Phillip Bogendörfer, M. Stamminger, Kai Selgrad
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引用次数: 6

Abstract

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.
分层多层屏幕空间光线追踪
本文提出了一种快速屏幕空间光线追踪方法。单层屏幕空间射线推进是高性能应用程序(如游戏)中的既定工具,在这些应用程序中,合理和吸引人的结果比严格正确的结果更重要。然而,即使在这样严格控制的环境中,缺少场景信息也会导致可见的伪影。这可以通过保留多层屏幕空间信息来解决,但在时间预算非常有限的情况下可能无法承受。单层射线行军的遍历速度通常通过多分辨率方案来提高,从子采样到步进mip-map以获得更快的帧速率。我们表明,通过结合这些方法,保持多层和在不同分辨率下跟踪,可以快速计算出更高质量的图像。图1显示了两个具有多重反射的场景,当仅使用单层时将显示出强烈的伪影。
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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