RT Racing: Perception-Oriented Hybrid Reflection Switching for a Real-Time Racing Game
Resumo
Introduction: Real-time Ray Tracing (RT) improves reflection fidelity in digital games, but its computational cost remains challenging for interactive applications. In fast-paced racing games, motion, camera displacement, and player focus may reduce the perceptual relevance of high-precision reflections in peripheral or transient regions. Objective: This paper presents RT Racing, an Unreal Engine 5 prototype for investigating perception-oriented hybrid reflection switching in a real-time racing game. Methodology: The prototype supports four configurations: full Ray Tracing, Screen Space Reflections (SSR), a hybrid reflection mode, and a low-quality baseline. We combine spatial analysis of rendering complexity using Unreal Engine diagnostic view modes with a user evaluation involving 15 participants, who assessed visual fidelity, reflections, lighting, perceived stability, and gameplay-related aspects. Results: The hybrid mode achieved perceptual scores close to RT Full and SSR, while the low-quality baseline received consistently lower evaluations. Observations suggest that dynamic lighting, reflective surfaces, environmental diversity, and performance feedback supported engagement, whereas interface legibility, lap feedback, vehicle physics, and NPC recovery remained limitations. The results provide preliminary evidence that perception-oriented hybrid reflection strategies can help balance visual quality and rendering cost in racing games.
Palavras-chave:
Ray Tracing, Screen Space Reflections, Hybrid Reflection Switching, User Perception, Perceived Performance, Real-Time Rendering, Racing Game
Referências
Andrade, P., Sabino, T., Clua, E., and Pagliosa, P. (2014). Ray-traced reflections in realtime using heuristic based hybrid rendering. In Proc. of the XIII SBGames, pages 921–928, Porto Alegre, RS, Brazil. SBC.
Barré-Brisebois, C., Halén, H., Wihlidal, G., Lauritzen, A., Bekkers, J., Stachowiak, T., and Andersson, J. (2019). Hybrid Rendering for Real-Time Ray Tracing. In Haines, E. and Akenine-Möller, T., editors, Ray Tracing Gems, pages 437–473. Apress.
Clemenz, C. and Weydemann, L. (2021). Reflection Techniques in Real-Time Computer Graphics. KoG, 25:87–95.
Guenter, B., Finch, M., Drucker, S., Tan, D., and Snyder, J. (2012). Foveated 3D Graphics. ACM Transactions on Graphics (ToG), 31(6):1–10.
Haines, E. and Akenine-Möller, T., editors (2021). Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Apress.
Kajiya, J. T. (1986). The rendering equation. In Proc. of the 13th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), pages 143–150. ACM.
Koskela, M., Lotvonen, A., Mäkitalo, M., Kivi, P., Viitanen, T., and Jääskeläinen, P. (2019). Foveated real-time path tracing in visual-polar space. In Eurographics Symposium on Rendering, pages 1–12. The Eurographics Association.
Lisboa, T., Macêdo, H., Porcino, T., Oliveira, E., Trevisan, D., and Clua, E. (2023). Is foveated rendering perception affected by users’ motion? In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pages 1104–1112. IEEE.
Macedo, D. V. d. and Rodrigues, M. A. F. (2018). Real-time dynamic reflections for realistic rendering of 3d scenes. The Visual Computer, 34(3):337–346.
Macedo, D. V. D., Serpa, Y. R., and Rodrigues, M. A. F. (2018). Fast and realistic reflections using screen space and gpu ray tracing — a case study on rigid and deformable body simulations. Computers in Entertainment (CIE), 16(4):1–18.
Marrs, A., Shirley, P., and Wald, I., editors (2021). Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Apress.
Parker, S. G., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D., McAllister, D., McGuire, M., Morley, K., Robison, A., and Stich, M. (2010). OptiX: A General Purpose Ray Tracing Engine. ACM Transactions on Graphics (ToG), 29(4).
Tan, Y. W., Chua, N., Biette, N., and Bhojan, A. (2022). A hybrid system for real-time rendering of depth of field effect in games. In Proc. of the 17th VISIGRAPP - Volume 1: GRAPP, pages 79–90. Scitepress.
Whitted, T. (1980). An improved illumination model for shaded display. Communications of the ACM, 23(6):343–349.
Zhang, Q. (2024). Advanced techniques and high-performance computing optimization for real-time rendering. In Proc. of the 6th CONF-CDS, pages 16–17.
Barré-Brisebois, C., Halén, H., Wihlidal, G., Lauritzen, A., Bekkers, J., Stachowiak, T., and Andersson, J. (2019). Hybrid Rendering for Real-Time Ray Tracing. In Haines, E. and Akenine-Möller, T., editors, Ray Tracing Gems, pages 437–473. Apress.
Clemenz, C. and Weydemann, L. (2021). Reflection Techniques in Real-Time Computer Graphics. KoG, 25:87–95.
Guenter, B., Finch, M., Drucker, S., Tan, D., and Snyder, J. (2012). Foveated 3D Graphics. ACM Transactions on Graphics (ToG), 31(6):1–10.
Haines, E. and Akenine-Möller, T., editors (2021). Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Apress.
Kajiya, J. T. (1986). The rendering equation. In Proc. of the 13th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), pages 143–150. ACM.
Koskela, M., Lotvonen, A., Mäkitalo, M., Kivi, P., Viitanen, T., and Jääskeläinen, P. (2019). Foveated real-time path tracing in visual-polar space. In Eurographics Symposium on Rendering, pages 1–12. The Eurographics Association.
Lisboa, T., Macêdo, H., Porcino, T., Oliveira, E., Trevisan, D., and Clua, E. (2023). Is foveated rendering perception affected by users’ motion? In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pages 1104–1112. IEEE.
Macedo, D. V. d. and Rodrigues, M. A. F. (2018). Real-time dynamic reflections for realistic rendering of 3d scenes. The Visual Computer, 34(3):337–346.
Macedo, D. V. D., Serpa, Y. R., and Rodrigues, M. A. F. (2018). Fast and realistic reflections using screen space and gpu ray tracing — a case study on rigid and deformable body simulations. Computers in Entertainment (CIE), 16(4):1–18.
Marrs, A., Shirley, P., and Wald, I., editors (2021). Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Apress.
Parker, S. G., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D., McAllister, D., McGuire, M., Morley, K., Robison, A., and Stich, M. (2010). OptiX: A General Purpose Ray Tracing Engine. ACM Transactions on Graphics (ToG), 29(4).
Tan, Y. W., Chua, N., Biette, N., and Bhojan, A. (2022). A hybrid system for real-time rendering of depth of field effect in games. In Proc. of the 17th VISIGRAPP - Volume 1: GRAPP, pages 79–90. Scitepress.
Whitted, T. (1980). An improved illumination model for shaded display. Communications of the ACM, 23(6):343–349.
Zhang, Q. (2024). Advanced techniques and high-performance computing optimization for real-time rendering. In Proc. of the 6th CONF-CDS, pages 16–17.
Publicado
29/09/2026
Como Citar
NORÕES, Izequiel P. de; LINHARES, Emanuele V.; RODRIGUES, Maria Andréia F..
RT Racing: Perception-Oriented Hybrid Reflection Switching for a Real-Time Racing Game. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 738-747.
DOI: https://doi.org/10.5753/sbgames.2026.25497.
