Proceedings of High Performance Graphics 2017
DOI: 10.1145/3105762.3105781
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Hierarchical multi-layer screen-space ray tracing

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Cited by 6 publications
(4 citation statements)
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References 19 publications
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“…To get a good performance, they used a small number of rays per frame and temporally filtered the result. The screen space information lacks significant geometry data, therefore several techniques that use multi-layer [88], [89] and multi-view [90]- [92] methods have been proposed. In particular, Lambru et al [92] explored the possibility of using a 2D ray-casting process directly in the RSM pixels to produce reflections.…”
Section: ) Glossy Reflectionsmentioning
confidence: 99%
“…To get a good performance, they used a small number of rays per frame and temporally filtered the result. The screen space information lacks significant geometry data, therefore several techniques that use multi-layer [88], [89] and multi-view [90]- [92] methods have been proposed. In particular, Lambru et al [92] explored the possibility of using a 2D ray-casting process directly in the RSM pixels to produce reflections.…”
Section: ) Glossy Reflectionsmentioning
confidence: 99%
“…T he illustration buffer introduced by Carnecky et al [5] is a view-aligned structure that stores all depth layers through a single data projection, and is used to control transparency at objects silhouettes for enhanced illustrations. Hofmann et al [21] perform screen-space ray marching on a hierarchical multi-layer structure, that merges fragments to form lower resolutions.…”
Section: Related Workmentioning
confidence: 99%
“…9, middle). Instead of following the Bresenham-style traversal scheme, Hoffman et al [HBSS17] relied on the exact 3D DDA scheme proposed by Amanatides and Woo [AW87] to ensure conservative pixel traversal.…”
Section: Image-space Traversalmentioning
confidence: 99%