Fast Filtering of Reflection Probes
Abstract
Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two-pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b-spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 128 2 cubemap on an NVIDIA GeForce GTX 980 takes between 160 μs and 730 μs with out method, depending on the desired quality.
BibTeX
@article {10.1111:cgf.12955,
journal = {Computer Graphics Forum},
title = {{Fast Filtering of Reflection Probes}},
author = {Manson, Josiah and Sloan, Peter-Pike},
year = {2016},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12955}
}
journal = {Computer Graphics Forum},
title = {{Fast Filtering of Reflection Probes}},
author = {Manson, Josiah and Sloan, Peter-Pike},
year = {2016},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12955}
}