Deep G-Buffers for Stable Global Illumination Approximation
Abstract
We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depthpeeling method and produces more stable results. We then build several high-performance shading algorithms atop our representation, including dynamic diffuse interreflection, ambient occlusion (AO), and screen-space mirror reflection effects. Our construction method is order-independent, guarantees a minimum separation between layers, operates in a (small) bounded memory footprint, and does not require per-pixel sorting. Moreover, addressing the increasingly expensive cost of pre-rasterization, our approach requires only a single pass over the scene geometry. We include the pseudocode for our Deep G-buffer construction in the paper and the full source code of our technique in our supplemental document.
BibTeX
@inproceedings {10.2312:hpg.20161195,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Deep G-Buffers for Stable Global Illumination Approximation}},
author = {Mara, Michael and McGuire, Morgan and Nowrouzezahrai, Derek and Luebke, David},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161195}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ulf Assarsson and Warren Hunt},
title = {{Deep G-Buffers for Stable Global Illumination Approximation}},
author = {Mara, Michael and McGuire, Morgan and Nowrouzezahrai, Derek and Luebke, David},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-03868-008-6},
DOI = {10.2312/hpg.20161195}
}