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Fast Filtering of Reflection Probes

By CTRND on October 18, 2016
CTRND
Level 8
‎18-10-2016 12:42 PM
‎18-10-2016 12:42 PM

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 1282 cubemap on an NVIDIA GeForce GTX 980 takes between 160 μs and 730 μs with
our method, depending on the desired quality. 

Click here to download the complete paper: PDF