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![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-13-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]???](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-14-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]No hardening](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-15-2048.jpg&f=jpg&w=240)



























![SIGGRAPH 2015: Advances in Real-Time Rendering courseBRDF importance sampling Any BRDF We use GGX Every ray is sacred, every ray is great… Make them count! Low discrepancy Halton sequence Some rays go under the surface We re-generate them Could try Distribution of Visible Normals[Heitz14]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-43-2048.jpg&f=jpg&w=240)


































![SIGGRAPH 2015: Advances in Real-Time Rendering courseReferences [Heitz14] Eric Heitz, Eugene D'Eon "Importance Sampling Microfacet-Based BSDFsusing the Distribution of Visible Normals" https://hal.inria.fr/hal-00996995 [Hermanns15] Lukas Hermanns "Screen space cone tracing for glossy reflections"http://publica.fraunhofer.de/documents/N-336466.html [Karis13] Brian Karis "Real Shading in Unreal Engine 4"http://blog.selfshadow.com/publications/s2013-shading-course/ [Karis14] Brian Karis "High-quality Temporal Supersampling"http://advances.realtimerendering.com/s2014/ [McGuire14] Morgan McGuire, Michael Mara "Efficient GPU Screen-Space RayTracing" http://jcgt.org/published/0003/04/04/ [Pearce15] William Pearce "Screen Space Glossy Reflections"http://roar11.com/2015/07/screen-space-glossy-reflections/ [Tokuyoshi15] Yusuke Tokuyoshi "Specular Lobe-Aware Filtering and Upsampling forInteractive Indirect Illumination" http://www.jp.square-enix.com/info/library/ [Uludag14] Yasin Uludag "Hi-Z Screen-Space Cone-Traced Reflections" GPU Pro 5 [Valient14] Michal Valient "Reflections And Volumetrics Of Killzone Shadow Fall"http://advances.realtimerendering.com/s2014/](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-78-2048.jpg&f=jpg&w=240)

![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Lobe-aware filtering[Tokuyoshi15]No hardening :(](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-80-2048.jpg&f=jpg&w=240)
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This document presents a detailed overview of advancements in real-time rendering techniques, specifically focusing on stochastic screen-space reflections as discussed in the SIGGRAPH 2015 course. It outlines the motivation, requirements, previous work, core algorithm, and proposed improvements for rendering sharp and blurry reflections in real-time applications. The approach includes techniques such as ray allocation, hierarchical tracing, and importance sampling to enhance visual quality while maintaining performance efficiency.












![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-13-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]???](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-14-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Killzone Shadow Fall [Valient14]No hardening](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-15-2048.jpg&f=jpg&w=240)



























![SIGGRAPH 2015: Advances in Real-Time Rendering courseBRDF importance sampling Any BRDF We use GGX Every ray is sacred, every ray is great… Make them count! Low discrepancy Halton sequence Some rays go under the surface We re-generate them Could try Distribution of Visible Normals[Heitz14]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-43-2048.jpg&f=jpg&w=240)


































![SIGGRAPH 2015: Advances in Real-Time Rendering courseReferences [Heitz14] Eric Heitz, Eugene D'Eon "Importance Sampling Microfacet-Based BSDFsusing the Distribution of Visible Normals" https://hal.inria.fr/hal-00996995 [Hermanns15] Lukas Hermanns "Screen space cone tracing for glossy reflections"http://publica.fraunhofer.de/documents/N-336466.html [Karis13] Brian Karis "Real Shading in Unreal Engine 4"http://blog.selfshadow.com/publications/s2013-shading-course/ [Karis14] Brian Karis "High-quality Temporal Supersampling"http://advances.realtimerendering.com/s2014/ [McGuire14] Morgan McGuire, Michael Mara "Efficient GPU Screen-Space RayTracing" http://jcgt.org/published/0003/04/04/ [Pearce15] William Pearce "Screen Space Glossy Reflections"http://roar11.com/2015/07/screen-space-glossy-reflections/ [Tokuyoshi15] Yusuke Tokuyoshi "Specular Lobe-Aware Filtering and Upsampling forInteractive Indirect Illumination" http://www.jp.square-enix.com/info/library/ [Uludag14] Yasin Uludag "Hi-Z Screen-Space Cone-Traced Reflections" GPU Pro 5 [Valient14] Michal Valient "Reflections And Volumetrics Of Killzone Shadow Fall"http://advances.realtimerendering.com/s2014/](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-78-2048.jpg&f=jpg&w=240)

![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Lobe-aware filtering[Tokuyoshi15]No hardening :(](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-80-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Hi-Z Cone Tracing [Uludag14]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-81-2048.jpg&f=jpg&w=240)
![SIGGRAPH 2015: Advances in Real-Time Rendering coursePrevious work Hi-Z Cone Tracing [Uludag14]???Can’t trace this](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fstochasticscreen-spacereflections-150820011854-lva1-app6891%2f75%2fStochastic-Screen-Space-Reflections-82-2048.jpg&f=jpg&w=240)









Overview of SIGGRAPH 2015 presentation on stochastic reflections by Tomasz Stachowiak and Yasin Uludag.
Discusses motivation for the research and requirements including sharp and blurry reflections, contact hardening, etc.
Summary of past efforts in screen-space reflections including limitations of techniques used in 'Killzone Shadow Fall'.
Covers importance of filtered importance sampling in previous research efforts.
Introduces the approach taken which includes BRDF importance sampling, handling hit points, and use of prefiltered samples.
Details on algorithm components like tile classification and ray classification, including pixel roughness.
Explanation of stackless ray walk in hierarchical tracing using a min-Z pyramid for efficient ray tracing.Refresher on importance sampling for variance reduction and its application to BRDF importance sampling.Discusses how rays from neighboring pixels can be reused and potential pitfalls of incorrect assumptions.
Methodology on how to conduct resolve sampling using normalization and temporal filters to enhance accuracy of reflections.
Performance evaluation based on PS4 timings, detailing efficiency in rendering with various configurations.
Conclusions drawn from the study and discussions on potential enhancements like adaptive sampling.
Thanking attendees and providing references for further reading on the subject matter.
Additional insights into previous works, improvements in techniques, and challenges faced in stochastic SSR.