Mara, MichaelMcGuire, MorganNowrouzezahrai, DerekLuebke, DavidUlf Assarsson and Warren Hunt2016-06-172016-06-172016978-3-03868-008-62079-8679https://doi.org/10.2312/hpg.20161195We 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.Deep G-Buffers for Stable Global Illumination Approximation10.2312/hpg.2016119587-98