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Chapter 17. Robust Multiple Specular Reflections and Refractions — Umenhoffer et al.

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Layered distance cube maps store color, distance from reference, normals. Trace secondary rays in fragment shader: uniform texture-space ray march → secant refine. Min-max sphere acceleration. Multiple bounces: read normal/Fresnel (Schlick with Fp including metals' k); n≤0 reflector, n>0 refractor, n=0 diffuse terminate. Reflective object often 2 layers (front/back) + 1 env layer. Dynamic branching; few FPS hit when increasing bounce depth. Artifacts if layers/resolution insufficient or march too coarse.

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