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#ActualCryZe

Posted 30 January 2013 - 04:29 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Maybe not only texture fetches, but actual "pixel shading" of this geometry too. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found. You might also want to use a signed distance field of the geometry to check whether the billboards are occluded. They did that in the Samarithan Demo to prevent bright billboards from leaking through buildings in the reflections.

Update: I have an even more crazy idea. You could also apply not only bump mapping to these billboards, but also parallax occlusion mapping. This way, you would have reflections that are not completely flat. But this would probably immensely reduce your performance.

#10CryZe

Posted 30 January 2013 - 04:29 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Maybe not only texture fetches, but actual "pixel shading" of this geometry too. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found. You might also want to use a signed distance field of the geometry to check whether the billboards are occluded. They did that in the Samarithan Demo to prevent bright billboards from leaking through buildings in the reflections.

Update: I have an even more crazy idea. You could also apply not only bump mapping to these billboards, but also parallax occlusion mapping. This way, you would have reflections that are not completely flat. But this would probably immensely reduce your performance.

#9CryZe

Posted 30 January 2013 - 04:21 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Maybe not only texture fetches, but actual "pixel shading" of this geometry too. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found. You might also want to use a signed distance field of the geometry to check whether the billboards are occluded. They did that in the Samarithan Demo to prevent bright billboards from leaking through buildings in the reflections.

#8CryZe

Posted 30 January 2013 - 04:21 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Maybe not only texture fetches, but actual "pixel shading" of this geometry too. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found. You might also want to use a signed distance field of the geometry to check whether the billboards are occluded. They did that in the Samarithan Demo to prevent bright billboards from leaking through buildings in the reflections.

#7CryZe

Posted 30 January 2013 - 04:13 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found. You might also want to use a signed distance field of the geometry to check whether the billboards are occluded. They did that in the Samarithan Demo to prevent bright billboards from leaking through buildings in the reflections.

#6CryZe

Posted 30 January 2013 - 04:10 AM

You could try Billboard reflections, such as those from the Unreal Engine Samarithan Demo. You simply approximate the environment using textured planes and perform texture fetches at the ray-plane-intersections. Do this for all the planes and output the color of the nearest sample. This should work pretty well if done correctly. If you combine it with screen space reflections and cube mapping, you can get almost perfect reflections. Billboard reflections as first fallback and cube mapping as second fallback. You simply fade in the billboard reflections, where no sufficient screen space information is available, and also fade in cube mapping, where no ray-plane-intersections are found.

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