@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 = "29 Oct.-1 Nov. 2018",
language = "en",
ibi = "8JMKD3MGPAW/3S38N2S",
url = "http://urlib.net/ibi/8JMKD3MGPAW/3S38N2S",
targetfile = "sibgrapi_camera_ready.pdf",
urlaccessdate = "2024, Apr. 29"
}