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dc.contributor.authorHofmann, Nikolaien_US
dc.contributor.authorBogendörfer, Phillipen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.authorSelgrad, Kaien_US
dc.contributor.editorVlastimil Havran and Karthik Vaiyanathanen_US
dc.date.accessioned2017-12-06T19:47:49Z
dc.date.available2017-12-06T19:47:49Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5101-0
dc.identifier.issn2079-8679
dc.identifier.urihttp://dx.doi.org/10.1145/3105762.3105781
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3105762-3105781
dc.description.abstractIn 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. is can be tackled by keeping multiple layers of screen-space information, but might not be a orable 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 re ections that would show strong artifacts when using only a single layer.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies Ray tracing
dc.subjectRasterization
dc.subjectScreen
dc.subjectSpace Ray Tracing
dc.subjectMulti
dc.subjectLayer
dc.subjectReal
dc.subjectTime Rendering
dc.titleHierarchical Multi-Layer Screen-Space Ray Tracingen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
dc.description.sectionheadersReal-Time Graphics Techniques
dc.identifier.doi10.1145/3105762.3105781


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