Abstract: We propose a two phase hybrid reflection rendering method based on approximating the reflected rays with a set of simple cameras modeled as continuous 3-ray cameras. In the first, "backward", phase, the view volume of each simple camera is intersected with a hierarchical subdivision of the scene to find the geometry it encompasses. In the second, "forward", phase the geometry is projected with the simple camera. Since the shape and topology of reflected triangles is complex, point based rendering is adopted to reconstruct the reflection. The hybrid method is efficient since it combines advantages of backward and forward techniques: there are two orders of magnitude fewer simple cameras than refl...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
We describe an approach for interactively approximating specular reflections in arbitrary curved sur...
This paper presents a new method for interactive rendering of globally illuminated static scenes. Gl...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
The aim of reflection synthesis of inserted objects is to generate reflections which would be seen b...
We present a new method to compute interactive reflections on curved objects. The approach creates v...
This paper describes how a mirror can be integrated as another view and another source of light pat-...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
We present a system for image-based modeling and rendering of real-world scenes containing reflectiv...
A new two pass approach is presented based on a variation of backward ray tracing- backward beam tra...
Mirror anamorphosis is characterised by a distorted projection, where the combination of a mirror an...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Figure 1: a) Combined raw geometries obtained by a calibrated setup of two hybrid color+depth camera...
Multi-perspective rendering has a variety of applications; examples include lens refraction, curved ...
Multi-perspective rendering has a variety of applications; examples include lens refraction, curved ...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
We describe an approach for interactively approximating specular reflections in arbitrary curved sur...
This paper presents a new method for interactive rendering of globally illuminated static scenes. Gl...
We present a new method for real-time render- ing of multiple recursions of reflections and refracti...
The aim of reflection synthesis of inserted objects is to generate reflections which would be seen b...
We present a new method to compute interactive reflections on curved objects. The approach creates v...
This paper describes how a mirror can be integrated as another view and another source of light pat-...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
We present a system for image-based modeling and rendering of real-world scenes containing reflectiv...
A new two pass approach is presented based on a variation of backward ray tracing- backward beam tra...
Mirror anamorphosis is characterised by a distorted projection, where the combination of a mirror an...
To render an object by ray tracing, one or more rays are shot from the viewpoint through every pixel...
Figure 1: a) Combined raw geometries obtained by a calibrated setup of two hybrid color+depth camera...
Multi-perspective rendering has a variety of applications; examples include lens refraction, curved ...
Multi-perspective rendering has a variety of applications; examples include lens refraction, curved ...
To render an object from multiple viewpoints by ray tracing, each frame is computed by tracing one o...
We describe an approach for interactively approximating specular reflections in arbitrary curved sur...
This paper presents a new method for interactive rendering of globally illuminated static scenes. Gl...