This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self-reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined. © 200...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective...
In this paper we present a method for interactive rendering general procedurally defined functionall...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Abstract—Reflections, refractions, and caustics are very important for rendering global illumination...
Interactive applications often strive for realism, but framerate constraints usually limit realistic...
Specular and glossy reflections are very important for our perception of 3D scenes, as they convey i...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Abstract. Mirroring is one of the fundamental light/surface interac-tions occurring in the real worl...
Caustics are a challenging light transport phenomenon to render in real-time, and most previous appr...
Abstract. In this paper, a new technique is presented for interactive rendering of caustics fully pr...
This book presents techniques to render photo-realistic images by programming the Graphics Processin...
Over the last couple of years graphics processing units (GPU) found in graphics cards evolved into g...
Figure 1: The first three images are the comparisons between our rendering result and two interface ...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective...
In this paper we present a method for interactive rendering general procedurally defined functionall...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Abstract—Reflections, refractions, and caustics are very important for rendering global illumination...
Interactive applications often strive for realism, but framerate constraints usually limit realistic...
Specular and glossy reflections are very important for our perception of 3D scenes, as they convey i...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Abstract. Mirroring is one of the fundamental light/surface interac-tions occurring in the real worl...
Caustics are a challenging light transport phenomenon to render in real-time, and most previous appr...
Abstract. In this paper, a new technique is presented for interactive rendering of caustics fully pr...
This book presents techniques to render photo-realistic images by programming the Graphics Processin...
Over the last couple of years graphics processing units (GPU) found in graphics cards evolved into g...
Figure 1: The first three images are the comparisons between our rendering result and two interface ...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective...
In this paper we present a method for interactive rendering general procedurally defined functionall...