The Bounced Z -Buffer for Indirect Visibility Oliver Nalbach 1 Tobias Ritschel 1,2 Hans-Peter Seidel 1 21
Visibility ? 10/08/152
Z -Buffer FramebufferScene Camera 10/08/153
Z -Buffer /08/154
Z -Buffer 10/08/
Z -Buffer /08/156
Z -Buffer /08/157
Indirect Visibility 10/08/158 BRDFVisibilityCosineEmission
Gathering vs. Scattering 10/08/159 GatheringScattering
Ambient Occlusion Volumes (AOV) [McGuire 2010] ProxiesResult 10/08/1510
Lack of Indirect Visibility: AOV [McGuire 2010] AOV Ray tracing 10/08/1511
Deep Screen Space (DSS) 1/1 1/16 1/4 SceneSurfel cloudHierarchical splatting 10/08/1512
Lack of Indirect Visibility: DSS DSSRay tracing 10/08/1513
Bounced Z -Buffer Setup (Diffuse) 10/08/1514
Bounced Z -Buffer Setup (Specular) 10/08/1515
Bounced Z -Buffer Setup in Action RGB z 10/08/1516
Bounced Z -Buffer Setup in Action RGB z 10/08/1517
Bounced Z -Buffer Setup in Action RGB z 10/08/1518
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1519
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1520
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1521
Bounced Z -Buffer Setup in Action RGB z 81 Splat 10/08/1522
Bounced Z -Buffer Setup in Action RGB z 8181 Splat 10/08/1523
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1524
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1525
Bounced Z -Buffer Setup in Action RGB z Splat 10/08/1526
Bounced Z -Buffer for Deep Screen Space DSSDSS + Z -Buffer (4 spp) Ray tracing 10/08/1527
The Catch Increased variance One more correct sample instead of several imprecise ones Need more samples per pixel – Super sampling – Multiple passes 10/08/1528
Thank you. Project homepage Acknowledgements Morgan McGuire, Oskar Elek, Karol Myszkowski and Bernhard Reinert 10/08/1529
10/08/1530
Unfiltered vs. Blurred Results 10/08/1531 UnfilteredGeometry-aware blurring