How is refraction implemented by sketchfab

Hi,

I’m trying to write an opengl shader to achieve the refraction on transparent materials. As far as I know, there are two common ways to do so - ray tracing and cubemap based approaches.

The refraction result on Sketchfab looks amazing. Can anyone tell me how it is implemented?

Thanks,
Kevin

@paul_sketch or @nehon would know best!

yes, it’s screen space refraction, check http://cwyman.org/papers/graphite05_InteractiveNearbyRefraction.pdf for more details

2 Likes

Thanks very much! @james @paul_sketch