Multi-layered G-Buffers for Real-Time Reflections

University essay from Lunds universitet/Institutionen för datavetenskap

Abstract: This thesis evaluates the use of screen space reflections combined with a deep G-buffer in computer graphics applications. Both visual inspection of rendered images and computational methods are used to evaluate the quality and performance of the reflections. Rendering reflections using screen space methods is generally faster than rendering them with other methods. The main drawback is that only parts of the scene visible to the viewer can be reflected. A deep G-buffer negates a part of this drawback by allowing obscured parts of the scene to be used for computing the reflections. We implement screen space reflections using ray tracing on the GPU and construct a deep G-buffer using depth peeling. Additionally, we approximate reflections on rough surfaces using Monte Carlo methods. We show that a deep G-buffer does improve the quality of screen space reflections, but greatly increases the time required to render the scene.

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