Tweet | Michael Mara, NVIDIA and Stanford University
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Abstract
We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depth peeling method and produces more stable results. We then build several high-performance shading algorithms atop our representation, including dynamic diffuse interreflection, ambient occlusion (AO), and mirror reflection effects.
Our construction method s order-independent, guarantees a minimum separation between layers, operates in a (small) bounded memory footprint, and does not require per-pixel sorting. Moreover, addressing the increasingly expensive cost of pre-rasterization, our approach requires only a single pass over the scene geometry. Our global illumination algorithms approach the speed of the fastest screen-space AO-only techniques while significantly exceeding their quality: we capture small-scale details and complex radiometric effects more robustly than screen-space techniques, and we implicitly handle dynamic illumination conditions. We include the pseudocode for our Deep G-buffer construction in the paper and the full source code of our technique in our supplemental document.
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BibTex
@inproceedings{Mara2016DeepGBuffer, author = {Michael Mara and Morgan McGuire and Derek Nowrouzezahrai and David Luebke}, title = {Deep G-Buffers for Stable Global Illumination Approximation}, booktitle = {Proceedings of the High Performance Graphics 2016}, note = {HPG}, month = {June}, day = {24}, year = {2016}, pages = {11}, url = {https://casual-effects.com/research/Mara2016DeepGBuffer/index.html}, }