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dc.contributor.authorKautz, Janen_US
dc.contributor.authorDaubert, Katjaen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorDirk Reinersen_US
dc.date.accessioned2016-02-17T14:16:08Z
dc.date.available2016-02-17T14:16:08Z
dc.date.issued2003en_US
dc.identifier.isbn3-905673-53-3en_US
dc.identifier.urihttp://dx.doi.org/10.2312/osg.20031423en_US
dc.description.abstractIn this paper, we propose an approach for rendering diffuse and glossy reflections using environment maps. This approach is geared towards VR applications, where realism and fast rendering is important. We exploit certain mathematical properties of diffuse reflections and certain features of graphics hardware for glossy reflections. This results in a very fast, single-pass rendering algorithm, which even allows to dynamically vary the incident lighting.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHardware Accelerationen_US
dc.subjectShading Modelsen_US
dc.subjectGlobal Illuminationen_US
dc.subjectTexture Mappingen_US
dc.subjectFrameen_US
dc.subjectBuffer Tricks.en_US
dc.titleAdvanced Environment Mapping in VR Applicationsen_US
dc.description.seriesinformationOpen SG 2003en_US
dc.description.sectionheadersHigh-Level Shadingen_US
dc.identifier.doi10.2312/osg.20031423en_US


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