Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our method uses hardware rasterization to produce primary pixels, and GPU-based BRDF importance sampling [ CK07] to quickly generate reflected rays. We utilize a fast GPU ray tracer proposed by Carr et al. [ CHCH06] to compute reflection hits. Our main contribution is an adaptive level-of-detail (LOD) control algorithm that greatly improves ray tracing performance during reflection shading. Specifically, we use the solid angle represented by each reflected ray to adaptively pick the level of termination in the BVH traversal step during ray tracing. This leads ...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Abstract Ray tracing is a dominant method for gener-ating a wide variety of global illumination effe...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
Ray-tracing achieves impressive effects such as realistic reflections on complex surfaces but is als...
International audienceIn this paper, we present a new algorithm for interactive rendering of animate...
Specular and glossy reflections are very important for our perception of 3D scenes, as they convey i...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computat...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
Recent research on high-performance ray tracing has achieved real-time performance even for highly c...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Abstract Ray tracing is a dominant method for gener-ating a wide variety of global illumination effe...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
Ray-tracing achieves impressive effects such as realistic reflections on complex surfaces but is als...
International audienceIn this paper, we present a new algorithm for interactive rendering of animate...
Specular and glossy reflections are very important for our perception of 3D scenes, as they convey i...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computat...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
Recent research on high-performance ray tracing has achieved real-time performance even for highly c...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Abstract Ray tracing is a dominant method for gener-ating a wide variety of global illumination effe...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...