Title
Realistic reflections and refractions on graphics hardwarewith hybrid rendering and layered environment maps
Abstract
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardware- supported 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 tes- sellation 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 inferring them simultaneously across multiple viewpoints and including environmental geometry that is occluded from the viewpoint sample but is revealed in nearby viewpoints. We demonstrate realistic shiny and glass objects with a user-controlled viewpoint.
Year
DOI
Venue
2001
10.2312/EGWR/EGWR01/289-300
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Keywords
Field
DocType
binary ray tree,refractive object,layered environment map,viewpoint sample,distant geometry,greedy ray path,hybrid rendering,additional ray,realistic reflection,ray query,neighboring ray path,dynamically ray,ray path
Computer vision,Parallax,Computer graphics (images),Vertex (geometry),Graphics hardware,Computer science,Robustness (computer science),Artificial intelligence,Tessellation,Rendering (computer graphics),Binary number,Computation
Conference
ISSN
ISBN
Citations 
0946-2767
3-211-83709-4
15
PageRank 
References 
Authors
1.39
17
2
Name
Order
Citations
PageRank
Ziyad S. Hakura113016.50
John Snyder22579172.17