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Multi-layered G-Buffers for Real-Time Reflections

Simonsson, Mattias LU (2016) In LU-CS-EX 2016-33 EDA920 20161
Department of Computer Science
Abstract
This thesis evaluates the use of screen space reflections combined with a deep G-buffer in computer graphics applications. Both visual inspection of rendered images and computational methods are used to evaluate the quality and performance of the reflections.

Rendering reflections using screen space methods is generally faster than rendering them with other methods. The main drawback is that only parts of the scene visible to the viewer can be reflected. A deep G-buffer negates a part of this drawback by allowing obscured parts of the scene to be used for computing the reflections.

We implement screen space reflections using ray tracing on the GPU and construct a deep G-buffer using depth peeling. Additionally, we approximate... (More)
This thesis evaluates the use of screen space reflections combined with a deep G-buffer in computer graphics applications. Both visual inspection of rendered images and computational methods are used to evaluate the quality and performance of the reflections.

Rendering reflections using screen space methods is generally faster than rendering them with other methods. The main drawback is that only parts of the scene visible to the viewer can be reflected. A deep G-buffer negates a part of this drawback by allowing obscured parts of the scene to be used for computing the reflections.

We implement screen space reflections using ray tracing on the GPU and construct a deep G-buffer using depth peeling. Additionally, we approximate reflections on rough surfaces using Monte Carlo methods.

We show that a deep G-buffer does improve the quality of screen space reflections, but greatly increases the time required to render the scene. (Less)
Popular Abstract
Real-time reflections can be rendered quickly with decent quality in screen space. We investigate and evaluate the performance of a method that improves the quality of the reflections
Please use this url to cite or link to this publication:
author
Simonsson, Mattias LU
supervisor
organization
course
EDA920 20161
year
type
H3 - Professional qualifications (4 Years - )
subject
keywords
Ray tracing, reflection, importance sampling, deep G-buffer, screen space
publication/series
LU-CS-EX 2016-33
report number
LU-CS-EX 2016-33
ISSN
1650-2884
language
English
id
8890761
date added to LUP
2016-09-05 15:43:17
date last changed
2016-09-05 15:43:17
@misc{8890761,
  abstract     = {{This thesis evaluates the use of screen space reflections combined with a deep G-buffer in computer graphics applications. Both visual inspection of rendered images and computational methods are used to evaluate the quality and performance of the reflections.

Rendering reflections using screen space methods is generally faster than rendering them with other methods. The main drawback is that only parts of the scene visible to the viewer can be reflected. A deep G-buffer negates a part of this drawback by allowing obscured parts of the scene to be used for computing the reflections.

We implement screen space reflections using ray tracing on the GPU and construct a deep G-buffer using depth peeling. Additionally, we approximate reflections on rough surfaces using Monte Carlo methods.

We show that a deep G-buffer does improve the quality of screen space reflections, but greatly increases the time required to render the scene.}},
  author       = {{Simonsson, Mattias}},
  issn         = {{1650-2884}},
  language     = {{eng}},
  note         = {{Student Paper}},
  series       = {{LU-CS-EX 2016-33}},
  title        = {{Multi-layered G-Buffers for Real-Time Reflections}},
  year         = {{2016}},
}