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References

Signed Distance Fields

Shadow Mapping

Clustered Shading

Reflections

  • The Future of Screenspace Reflections by Bartlomiej Wronski talks about some of the issues with using screen space approaches for reflections. However, it is interesting that at least in screenspace the reflections can reflect specular highlights.

BVH Construction

  • Fast, Effective BVH Updates for Animated Scenes by Kopta et al. covers one interesting way to optimize a static BVH via the surface area heuristic through incremental swaps.
  • On the other hand the approach in Clustered Deferred and Forward Shading by Ola Olsson et al. approach of just sorting things in Morton order and gathering 32-way trees out of consecutive entries makes a much flatter structure.
  • We could apply an incremental approximate sorting algorithm such as the one advocated by Smash (Matt Swoboda) in his article on a thoroughly modern particle system. In theory tagging the entries in the map with a dirty bit / card marking when they swap places / move would be enough to avoid touching everything all the time as you only have to propagate dirty bounds up the tree.