Real-time rendering, crucial in computer graphics, is essential for interactive applications. Real-time realistic rendering poses a significant challenge, traditionally addressed through rasterization. Despite recent strides in graphics card capabilities, real-time ray tracing struggles due to limited samples per pixel, causing noise and aliasing. This paper introduces a heuristic hybrid real-time rendering method. It comprises five stages: deferred rendering stores data in a G-buffer; a heuristic method selects relevant objects for rendering based on cost and relevance criteria; ray tracing handles secondary effects like shadows and reflections; results are blended with rasterization using the G-buffer, and post-processing enhances the final output. This method optimally balances performance and quality, addressing challenges in achieving ideal real-time rendering results, even with advancements like NVIDIA's RTX series. The proposed approach is implemented in a self-developed engine with a novel architecture, showcasing its effectiveness in real-world scenarios.
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Likai et al. (2024) studied this question.
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