Fast Global Illumination Approximations on Deep G-Buffers, Mara, McGuire, Nowrouzezahrai, and Luebke, NVIDIA Technical Report, 2014 We describe a method that can produce two-layer G-buffers in a single pass over geometry on a GPU and guarantee a minimum depth separation between them. We then apply this to computing robust ambient obscurance, radiosity, and specular reflections in screen-space in r
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