As realtime raytracing is slowly, but steadily, gaining traction, a range of opportunities to mix rasteration-based rendering systems with raytracing are starting to become available: hybrid raytracing where rasterisation is used to provide the hit points for the primary rays, hybrid shadows where shadowmaps are combined with raytracing to achieve smooth or higher detail shadows, hybrid antialiasing where raytracing is used to antialias the edges only, hybrid reflections, where raytracing is used to fill-in the areas that screenspace reflections can’t resolve due to lack of information.
Of these, I found the last one particularly interesting: how well can a limited information lighting technique like SSR be combined with a full-scene aware one like raytracing, so I set about exploring this further.
Continue reading “Hybrid screen-space reflections”