Summary
In this chapter, we described how to implement ray-traced reflections. We started with an overview of screen-space reflection, a technique that was used for many years before ray tracing hardware was available. We explained how it works and some of its limitations.
Next, we described our ray tracing implementation to determine reflection values. We provided two methods to determine the reflected ray direction and explained how the reflected color is computed if a hit is returned.
Since we only use one sample per fragment, the result of this step is noisy. To reduce as much of this noise as possible, we implemented a denoiser based on SVGF. This technique consists of three passes. First, there’s a temporal accumulation step to compute color and luminance moments. Then, we compute the luminance variance. Finally, we process the color output by passing it through five iterations of a wavelet filter.
This chapter also concludes our book! We hope you enjoyed reading...