Figure 1: Left: Direct and hemispherical ambient illumination in San Miguel (6.5M triangles, 968 draw calls). Right: Direct lighting, approximate radiosity, mirror reflections, and AO computed from a two-layer Deep G-buffer in 5 ms at 1080p on NVIDIA GeForce 980. The G-buffer was generated in a single 5.8ms geometry pass. See our evaluation section for faster results on more game-like scenes. Abstract We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depth peeling 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 mirror reflection effects. Our construction method s 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. Our global illumination algorithms approach the speed of the fastest screen-space AO-only techniques while significantly exceeding their quality: we capture small-scale details and complex radiometric effects more robustly than screen-space techniques, and we implicitly handle dynamic illumination conditions. 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.
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