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Real-Time Multiply Recursive Reflections and Refractions using Hybrid Rendering

Ganestam, Per LU and Doggett, Michael LU orcid (2015) In Visual Computer 31(10). p.1395-1403
Abstract
We present a new method for real-time render- ing of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume hierarchy (BVH). For objects further from the camera, rasterization is used to create G-buffers which store an image-based representation of the scene out- side the near objects. Rays that exit the BVH continue tracing in the G-buffers’ perspective space using ray marching, and can even be reflected back into the BVH. Our hybrid renderer is to our knowledge the first method to merge real- time ray tracing techniques with image-based rendering to achieve smooth transitions from accurately... (More)
We present a new method for real-time render- ing of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume hierarchy (BVH). For objects further from the camera, rasterization is used to create G-buffers which store an image-based representation of the scene out- side the near objects. Rays that exit the BVH continue tracing in the G-buffers’ perspective space using ray marching, and can even be reflected back into the BVH. Our hybrid renderer is to our knowledge the first method to merge real- time ray tracing techniques with image-based rendering to achieve smooth transitions from accurately ray-traced fore- ground objects to image-based representations in the back- ground. We are able to achieve more complex reflections and refractions than existing screen space techniques, and offer reflections by off-screen objects. Our results demonstrate that our algorithm is capable of rendering multiple bounce reflections and refractions, for scenes with millions of triangles, at 720p resolution and above 30 FPS. (Less)
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author
and
organization
publishing date
type
Contribution to journal
publication status
published
subject
in
Visual Computer
volume
31
issue
10
pages
1395 - 1403
publisher
Springer
external identifiers
  • wos:000360759800008
  • scopus:84941021895
ISSN
0178-2789
DOI
10.1007/s00371-014-1021-7
language
English
LU publication?
yes
id
bc1fd698-e3e1-482f-ace3-1603fdac15ea (old id 4690591)
date added to LUP
2016-04-01 13:49:49
date last changed
2022-04-29 22:27:20
@article{bc1fd698-e3e1-482f-ace3-1603fdac15ea,
  abstract     = {{We present a new method for real-time render- ing of multiple recursions of reflections and refractions. The method uses the strengths of real-time ray tracing for objects close to the camera, by storing them in a per-frame constructed bounding volume hierarchy (BVH). For objects further from the camera, rasterization is used to create G-buffers which store an image-based representation of the scene out- side the near objects. Rays that exit the BVH continue tracing in the G-buffers’ perspective space using ray marching, and can even be reflected back into the BVH. Our hybrid renderer is to our knowledge the first method to merge real- time ray tracing techniques with image-based rendering to achieve smooth transitions from accurately ray-traced fore- ground objects to image-based representations in the back- ground. We are able to achieve more complex reflections and refractions than existing screen space techniques, and offer reflections by off-screen objects. Our results demonstrate that our algorithm is capable of rendering multiple bounce reflections and refractions, for scenes with millions of triangles, at 720p resolution and above 30 FPS.}},
  author       = {{Ganestam, Per and Doggett, Michael}},
  issn         = {{0178-2789}},
  language     = {{eng}},
  number       = {{10}},
  pages        = {{1395--1403}},
  publisher    = {{Springer}},
  series       = {{Visual Computer}},
  title        = {{Real-Time Multiply Recursive Reflections and Refractions using Hybrid Rendering}},
  url          = {{http://dx.doi.org/10.1007/s00371-014-1021-7}},
  doi          = {{10.1007/s00371-014-1021-7}},
  volume       = {{31}},
  year         = {{2015}},
}