We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit computation, we use a greedy ray path shading model that prunes the binary ray tree generated by refractive objects to form just two ray paths. We also restrict ray queries to triangle vertices, but perform adaptive tessellation to shoot additional rays where neighboring ray paths differ sufficiently. By using layered, parameterized EMs that are inferred over a set of viewpoint samples to match ray traced imagery, we accurately handle parallax and view-dependent shading in the environment. We increase robustness of EMs by infe...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
We present a new method for rendering complex environments using interactive, progressive, view-inde...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Static environment maps fail to capture local reflections including effects like selfreflections and...
Abstract—Reflections, refractions, and caustics are very important for rendering global illumination...
Hybrid rendering combines ray-tracing and rasterization graphics techniques to generate visually acc...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
Interactive applications often strive for realism, but framerate constraints usually limit realistic...
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...
Reflections and refractions are important visual effects that have long been considered too costly f...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from l...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
We present a new method for rendering complex environments using interactive, progressive, view-inde...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Static environment maps fail to capture local reflections including effects like selfreflections and...
Abstract—Reflections, refractions, and caustics are very important for rendering global illumination...
Hybrid rendering combines ray-tracing and rasterization graphics techniques to generate visually acc...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
Interactive applications often strive for realism, but framerate constraints usually limit realistic...
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...
Reflections and refractions are important visual effects that have long been considered too costly f...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from l...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
We present a new method for rendering complex environments using interactive, progressive, view-inde...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...