ABSTRACT

This chapter introduces a method to generate approximate ray-traced reflections of dynamic scene elements. It uses a dynamic 3D grid containing lists of oriented surface splats to generate these reflections on DX11-class GPUs. It is shown how a straightforward implementation of this technique allows for real-time frame rates for low to moderate grid sizes. The resulting reflections are plausible for rough reflectors. The chapter further describes a future implementation that utilizes a flat hierarchical grid to improve the quality of the reflections while keeping the memory requirements for the 3D grid at an acceptable level.