TL;DRAbstract
In this paper we present a hybrid rendering approach that generates fast real time images of a scene by the GPU and then progressively improves quality by selective ray tracing. The GPU solution is used to guide the ray tracing towards error prone areas. We describe the interplay between these two passes for the generation of high quality hard and soft shadows, anti-aliasing, and reflections and refractions. We present a first implementation and discuss its results.
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In this paper we present a hybrid rendering approach that generates fast real time images of a scene by the GPU and then progressively improves quality by selective ray tracing. The GPU solution is used to guide the ray tracing towards error prone areas. We describe the interplay between these two passes for the generation of high quality hard and soft shadows, anti-aliasing, and reflections and refractions. We present a first implementation and discuss its results.
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