Show simple item record

dc.contributor.authorHakura, Ziyad S.en_US
dc.contributor.authorSnyder, John M.en_US
dc.contributor.editorS. J. Gortle and K. Myszkowskien_US
dc.date.accessioned2014-01-27T13:49:16Z
dc.date.available2014-01-27T13:49:16Z
dc.date.issued2001en_US
dc.identifier.isbn3-211-83709-4en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR01/289-300en_US
dc.description.abstractWe introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported 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 tessellation 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRealistic Reflections and Refractions on Graphics HardwareWith Hybrid Rendering and Layered Environment Mapsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record