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dc.contributor.authorMara, Michaelen_US
dc.contributor.authorMcGuire, Morganen_US
dc.contributor.authorNowrouzezahrai, Dereken_US
dc.contributor.authorLuebke, Daviden_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:08:11Z
dc.date.available2016-06-17T14:08:11Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161195en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleDeep G-Buffers for Stable Global Illumination Approximationen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersFast GIen_US
dc.identifier.doi10.2312/hpg.20161195en_US
dc.identifier.pages87-98en_US


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