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Chair of Visual Computing
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  1. Friedrich-Alexander-Universität
  2. Technische Fakultät
  3. Department Informatik

Chair of Visual Computing

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  • Research
    • Rendering and Visualization
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  3. Hierarchical Multi-Layer Screen-Space Ray Tracing

Hierarchical Multi-Layer Screen-Space Ray Tracing

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  • Adaptive stray-light compensation in dynamic multi-projection mapping
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  • HeadOn: Real-time Reenactment of Human Portrait Videos
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  • Robust Blending and Occlusion Compensation in Dynamic Multi-Projection Mapping
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  • State of the Art Report on Real-time Rendering with Hardware Tessellation
  • Stray-Light Compensation in Dynamic Projection Mapping
  • Visualization and Deformation Techniques for Entertainment and Training in Cultural Heritage
  • VolumeDeform: Real-time Volumetric Non-rigid Reconstruction

Hierarchical Multi-Layer Screen-Space Ray Tracing

  • Hofmann N., Bogendörfer P., Stamminger M., Selgrad K.:
    Hierarchical Multi-Layer Screen-Space Ray Tracing
    High Performance Graphics 2017 (Los Angeles, July 28, 2017 - July 30, 2017)
    In: ACM (ed.): Proceedings of the 9th High-Performance Graphics Conference, Los Angeles: 2017
    DOI: 10.1145/3105762.3105781
    URL: https://dl.acm.org/doi/10.1145/3105762.3105781
    BibTeX: Download

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In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are more important than strictly correct ones. However, even in such tightly controlled environments, missing scene information can cause visible artifacts. This can be tackled by keeping multiple layers of screen-space information, but might not be afforable on severely limited time-budgets. Traversal speed of single-layer ray marching is commonly improved by multi-resolution schemes, from sub-sampling to stepping through mip-maps to achieve faster frame rates. We show that by combining these approaches, keeping multiple layers and tracing on multiple resolutions, images of higher quality can be computed rapidly. Figure 1 shows this for two scenes with multi-bounce reflections that would show strong artifacts when using only a single layer.

Chair of Visual Computing
(Lehrstuhl für Graphische Datenverarbeitung)

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