A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects

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Date
2006
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We present a GPU-driven method for the fast computation of specular reflections on curved objects. For every reflector of the scene, our method computes a virtual object for every other object reflected in it. This virtual reflected object is then rendered and blended with the scene. For each vertex of each virtual object, a reflection point is found on the reflector s surface. This point is used to find the reflected virtual vertex, enabling the reflected virtual scene to be rendered. Our method renders the 3D points and normals of the reflector into textures, and uses a local search in a fragment program on the GPU to find the reflection points. By reorganizing the data and the computation in this manner, and correctly treating special cases, we make excellent use of the parallelism and stream-processing power of the GPU. In our results we show that, with our method, we can display high-quality reflections of nearby objects interactively.
Description

        
@inproceedings{
:10.2312/EGWR/EGSR06/313-318
, booktitle = {
Symposium on Rendering
}, editor = {
Tomas Akenine-Moeller and Wolfgang Heidrich
}, title = {{
A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects
}}, author = {
Estalella, Pau
and
Martin, Ignacio
and
Drettakis, George
and
Tost, Dani
}, year = {
2006
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3463
}, ISBN = {
3-905673-35-5
}, DOI = {
/10.2312/EGWR/EGSR06/313-318
} }
Citation