
4
II
Hi-Z Screen-Space
Cone-Traced Reflections
Yasin Uludag
4.1 Overview
This chapter will introduce a novel approach for calculating reflections on dy-
namic 3D scenes, one that works on arbitrary shaped surfaces. Algorithms and
techniques that were researched during the early development of Mirror’s Edge
are presented and shared.
The methods we will look into outperform any other methods both in terms
of performance and image quality, as can be seen in Section 4.8, “Performance,”
and Section 4.9, “Results.”
We will take a look into the latest work done in the area of real-time reflections,
analyze their pros and cons and where they fail to deliver. Then