Every shiny floor you've walked across in a video game hides a lie. The reflection you see is not a real image of the scene rendered from the floor's point of view — that would double the cost of every frame. Instead, modern games use Screen-Space Reflections (SSR): a technique that fabricates convincing mirrors from data the GPU already computed while drawing the frame normally.
The core idea is elegant. After the scene is rasterized, the GPU has two buffers it can reuse: the color buffer (what every pixel looks like) and the depth buffer (how far away each pixel's surface is). SSR takes those two snapshots and, for every shiny pixel, fires a virtual ray from the camera's reflection direction — but instead of tracing the ray through geometry, it marches through the 2D screen image, stepping forward and checking the depth buffer at each step until it finds where the ray would intersect a surface.
That intersection point is already colored in the color buffer. SSR just copies that color onto the shiny pixel, and — from the viewer's angle — the floor appears to perfectly mirror what's above it.
The whole trick costs a fraction of a second render pass, which is why SSR became the default reflection method in almost every AAA game between 2013 and the arrival of real-time ray tracing in 2018. Its limits are just as instructive as its strengths: anything off-screen cannot be reflected, and the march fails the moment the reflected ray dips behind a surface. Understanding those limits is understanding how algorithmic shortcuts trade accuracy for speed.
Comments
Loading comments...