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10.1109/SBGAMES.2014.34guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering

Published: 12 November 2014 Publication History

Abstract

Game engines typically use cube maps or screen space local reflections for simulating reflections effects at the real-time renderer pipeline. While these techniques work in many situations, they cannot deal well with reflections of reflections, reflections from covered spaces, reflections from elements outside the screen space or reflections from elements that change its shape or position in real-time. In this paper, we present a method capable of creating true real-time ray-traced reflections by using a heuristic based method and a hybrid renderer. Our solution maintain real-time frame rates by selecting, for each frame, the best reflexive surfaces to ray trace, based on the user's point of view.

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Published In

cover image Guide Proceedings
SBGAMES '14: Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment
November 2014
248 pages
ISBN:9781479980659

Publisher

IEEE Computer Society

United States

Publication History

Published: 12 November 2014

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  1. Computer graphics
  2. image generation
  3. parallel processing
  4. ray-tracing

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