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    • 28-Issue 6
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    Specular Effects on the GPU: State of the Art

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    v28i6pp1586-1617.pdf (1.858Mb)
    Date
    2009
    Author
    Szirmay-Kalos, Laszlo
    Umenhoffer, Tamas
    Patow, Gustavo
    Szecsi, Laszlo
    Sbert, Mateu
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    Abstract
    This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self-reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined.
    BibTeX
    @article {10.1111:j.1467-8659.2009.01350.x,
    journal = {Computer Graphics Forum},
    title = {{Specular Effects on the GPU: State of the Art}},
    author = {Szirmay-Kalos, Laszlo and Umenhoffer, Tamas and Patow, Gustavo and Szecsi, Laszlo and Sbert, Mateu},
    year = {2009},
    publisher = {The Eurographics Association and Blackwell Publishing Ltd},
    ISSN = {1467-8659},
    DOI = {10.1111/j.1467-8659.2009.01350.x}
    }
    URI
    http://dx.doi.org/10.1111/j.1467-8659.2009.01350.x
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    • 28-Issue 6

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    System hosted at  Graz University of Technology.
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