Further reading
We have only provided a brief introduction to screen-space reflections. The following articles go into more detail about their implementation, their limitations, and how to improve the final results:
- https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
- https://bartwronski.com/2014/01/25/the-future-of-screenspace-reflections/
- https://bartwronski.com/2014/03/23/gdc-follow-up-screenspace-reflections-filtering-and-up-sampling/
We have only used one of the many hashing techniques presented in the paper Hash Functions for GPU Rendering: https://jcgt.org/published/0009/03/02/.
This link contains more details about the sampling technique we used to determine the reflection vector by sampling the BRDF – Sampling the GGX Distribution of Visible Normals: https://jcgt.org/published/0007/04/01/.
For more details about the SVGF algorithm we presented, we recommend reading the original paper and supporting material...