Deep G-Buffers for Stable Global Illumination Approximation

Abstract
We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depthpeeling 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 screen-space mirror reflection effects. Our construction method is 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. 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.
Description

        
@inproceedings{
10.2312:hpg.20161195
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
}, editor = {
Ulf Assarsson and Warren Hunt
}, title = {{
Deep G-Buffers for Stable Global Illumination Approximation
}}, author = {
Mara, Michael
and
McGuire, Morgan
and
Nowrouzezahrai, Derek
and
Luebke, David
}, year = {
2016
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8679
}, ISBN = {
978-3-03868-008-6
}, DOI = {
10.2312/hpg.20161195
} }
Citation