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dc.contributor.authorWand, M.en_US
dc.contributor.authorStrasser, W.en_US
dc.date.accessioned2015-02-16T08:01:26Z
dc.date.available2015-02-16T08:01:26Z
dc.date.issued2003en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.t01-2-00709en_US
dc.description.abstractWe present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into samplepoints. Each of the sample points is treated as a pinhole camera that projects an image of the incoming lightonto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at thesample points to filter the projected images. The algorithm can be implemented using programmable texturemapping hardware. It allows to render caustics in fully dynamic scenes in real-time on current PC hardware.Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation - Display Algorithms;I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleReal-Time Causticsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume22en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.t01-2-00709en_US
dc.identifier.pages611-620en_US


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