A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray to its intersection point with the surface, represented as the uv coordinates on the geometry image. It makes intersection tests much more efficient using lookups within a fragment shader, and allows conventional textures to be applied, such as normal maps, to enhance geometric subtleties. Our method can be generalized to also handle refraction and self-reflection. Experimental results demonstrate its capability for accurate reflection for complex scenes in real-time. Categories and Subject Descriptors (according to ACM CC...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Two ingredients are necessary to synthesize realistic images: an accurate rendering algorithm and, e...
A novel method for accurate reflections in real time is introduced using ray tracing in geometry fie...
In real-time computer graphics applications, at least three major forces are in conflict, namely, re...
My thesis deal with method of rendering computer graphics called ray tracing. I will aim on possibil...
The traditional ray tracing technique drawing on a ray surface intersection is reduced to a ruled- o...
Ray-tracing algorithm is very used to produce realistic synthetic images in Computer Graphics. Yet, ...
Reflections and refractions are important visual effects that have long been considered too costly...
We present a fast view-dependent algorithm for ray tracing bended surfaces defined by triangular F-p...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Two ingredients are necessary to synthesize realistic images: an accurate rendering algorithm and, e...
A novel method for accurate reflections in real time is introduced using ray tracing in geometry fie...
In real-time computer graphics applications, at least three major forces are in conflict, namely, re...
My thesis deal with method of rendering computer graphics called ray tracing. I will aim on possibil...
The traditional ray tracing technique drawing on a ray surface intersection is reduced to a ruled- o...
Ray-tracing algorithm is very used to produce realistic synthetic images in Computer Graphics. Yet, ...
Reflections and refractions are important visual effects that have long been considered too costly...
We present a fast view-dependent algorithm for ray tracing bended surfaces defined by triangular F-p...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
Two ingredients are necessary to synthesize realistic images: an accurate rendering algorithm and, e...