dc.contributor.author | Mara, Michael | en_US |
dc.contributor.author | McGuire, Morgan | en_US |
dc.contributor.author | Nowrouzezahrai, Derek | en_US |
dc.contributor.author | Luebke, David | en_US |
dc.contributor.editor | Ulf Assarsson and Warren Hunt | en_US |
dc.date.accessioned | 2016-06-17T14:08:11Z | |
dc.date.available | 2016-06-17T14:08:11Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.isbn | 978-3-03868-008-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/hpg.20161195 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Deep G-Buffers for Stable Global Illumination Approximation | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.description.sectionheaders | Fast GI | en_US |
dc.identifier.doi | 10.2312/hpg.20161195 | en_US |
dc.identifier.pages | 87-98 | en_US |