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Fast Filtering of Reflection Probes
Author(s) -
Manson Josiah,
Sloan PeterPike
Publication year - 2016
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.12955
Subject(s) - computer science , rendering (computer graphics) , bottleneck , algorithm , pipeline (software) , computer graphics (images) , reflection (computer programming) , preprocessor , filter (signal processing) , computer vision , programming language , embedded system
Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real‐time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two‐pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b‐spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 128 2 cubemap on an NVIDIA GeForce GTX 980 takes between 160 µs and 730 µs with out method, depending on the desired quality.