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@InProceedings{MacedoRodr:2018:InMeHy,
               author = "Macedo, Daniel V and Rodrigues, Maria Andr{\'e}ia Formico",
          affiliation = "{Universidade de Fortaleza} and {Universidade de Fortaleza}",
                title = "An Innovative Methodology for Hybrid Rendering at Interactive 
                         Rates Combining Screen Space Reflections with GPU Ray Tracing",
            booktitle = "Proceedings...",
                 year = "2018",
               editor = "Ross, Arun and Gastal, Eduardo S. L. and Jorge, Joaquim A. and 
                         Queiroz, Ricardo L. de and Minetto, Rodrigo and Sarkar, Sudeep and 
                         Papa, Jo{\~a}o Paulo and Oliveira, Manuel M. and Arbel{\'a}ez, 
                         Pablo and Mery, Domingo and Oliveira, Maria Cristina Ferreira de 
                         and Spina, Thiago Vallin and Mendes, Caroline Mazetto and Costa, 
                         Henrique S{\'e}rgio Gutierrez and Mejail, Marta Estela and Geus, 
                         Klaus de and Scheer, Sergio",
         organization = "Conference on Graphics, Patterns and Images, 31. (SIBGRAPI)",
            publisher = "Sociedade Brasileira de Computa{\c{c}}{\~a}o",
              address = "Porto Alegre",
             keywords = "Realistic Reflections, Dynamic Scenes, Real-time, 3D Scenes, 
                         Raytracing.",
             abstract = "The realistic representation of light within a computational 
                         domain is crucial in computer graphics applications (from the film 
                         industry to the computer games), however, it is not a trivial task 
                         and an extremely costly performance wise, in most cases, 
                         unfeasible to be performed in real time. Traditionally, realistic 
                         static scenes have been generated using ray tracing. For dynamic 
                         scenes, rendering algorithms at the GPU level have prioritized 
                         speed over quality to achieve interactive frame rates, with a 
                         drawback of generating undesirable visual artifacts. This work 
                         presents an innovative methodology for rendering in a hybrid way 
                         realistic scenes (both static and dynamic) at interactive rates. 
                         To generate reflections, it combines Screen Space Reflection (SSR) 
                         with ray tracing in GPU and, for shadows, it uses shadow maps 
                         and/or ray tracing. Systematic tests using varied scenarios (with 
                         flat, curved, rigid, and deformable objects) showed that this 
                         innovative methodology is able to generate high quality 
                         reflections at interactive rates (on average of 30 frames per 
                         second) in dynamic scenes, including multiple recursive rays.",
  conference-location = "Foz do Igua{\c{c}}u, PR, Brazil",
      conference-year = "Oct. 29 - Nov. 1, 2018",
             language = "en",
                  ibi = "8JMKD3MGPAW/3S38N2S",
                  url = "http://urlib.net/rep/8JMKD3MGPAW/3S38N2S",
           targetfile = "sibgrapi_camera_ready.pdf",
        urlaccessdate = "2020, Dec. 04"
}


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