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		<identifier>8JMKD3MGPAW/3S38N2S</identifier>
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		<lastupdate>2018:10.16.12.40.18 sid.inpe.br/banon/2001/03.30.15.38 danielvalentemacedo@gmail.com</lastupdate>
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		<citationkey>MacedoRodr:2018:InMeHy</citationkey>
		<title>An Innovative Methodology for Hybrid Rendering at Interactive Rates Combining Screen Space Reflections with GPU Ray Tracing</title>
		<format>On-line</format>
		<year>2018</year>
		<numberoffiles>1</numberoffiles>
		<size>1187 KiB</size>
		<author>Macedo, Daniel V,</author>
		<author>Rodrigues, Maria Andréia Formico,</author>
		<affiliation>Universidade de Fortaleza</affiliation>
		<affiliation>Universidade de Fortaleza</affiliation>
		<editor>Ross, Arun,</editor>
		<editor>Gastal, Eduardo S. L.,</editor>
		<editor>Jorge, Joaquim A.,</editor>
		<editor>Queiroz, Ricardo L. de,</editor>
		<editor>Minetto, Rodrigo,</editor>
		<editor>Sarkar, Sudeep,</editor>
		<editor>Papa, João Paulo,</editor>
		<editor>Oliveira, Manuel M.,</editor>
		<editor>Arbeláez, Pablo,</editor>
		<editor>Mery, Domingo,</editor>
		<editor>Oliveira, Maria Cristina Ferreira de,</editor>
		<editor>Spina, Thiago Vallin,</editor>
		<editor>Mendes, Caroline Mazetto,</editor>
		<editor>Costa, Henrique Sérgio Gutierrez,</editor>
		<editor>Mejail, Marta Estela,</editor>
		<editor>Geus, Klaus de,</editor>
		<editor>Scheer, Sergio,</editor>
		<e-mailaddress>danielvalentemacedo@gmail.com</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 31 (SIBGRAPI)</conferencename>
		<conferencelocation>Foz do Iguaçu, PR, Brazil</conferencelocation>
		<date>29 Oct.-1 Nov. 2018</date>
		<publisher>Sociedade Brasileira de Computação</publisher>
		<publisheraddress>Porto Alegre</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Master's or Doctoral Work</tertiarytype>
		<transferableflag>1</transferableflag>
		<keywords>Realistic Reflections, Dynamic Scenes, Real-time, 3D Scenes, Raytracing.</keywords>
		<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.</abstract>
		<language>en</language>
		<targetfile>sibgrapi_camera_ready.pdf</targetfile>
		<usergroup>danielvalentemacedo@gmail.com</usergroup>
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