Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Real-time multi-perspective rendering on graphics hardware
ACM SIGGRAPH 2006 Sketches
Practical logarithmic shadow maps
ACM SIGGRAPH 2006 Sketches
Practical implementation of dual paraboloid shadow maps
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Practical logarithmic rasterization for low-error shadow maps
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
ACM SIGGRAPH ASIA 2009 Courses
The universal projection for computing data carried on the hemisphere
Computer-Aided Design
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
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Linear perspective projections are used extensively in graphics. They provide a non-distorted view, with simple computations that map easily to hardware. Non-linear projections, such as the view given by a fish-eye lens are also used, either for artistic reasons or in order to provide a larger field of view, e.g. to approximate environment reflections or omnidirectional shadow maps. As the computations related to non-linear projections are more involved, they are harder to implement, especially in hardware, and have found little use so far in practical applications. In this paper, we apply existing methods for non-linear projections [Lloyd et al. 2006; Hou et al. 2006; Fournier 2005] to a specific class: non-linear projections with a single center of projection, radial symmetry and convexity. This class includes, but is not limited to, paraboloid projections, hemispherical projections and fish-eye lenses. We show that, for this class, the projection of a 3D triangle is a single curved triangle, and we give a mathematical analysis of the curved edges of the triangle; this analysis allows us to reduce the computations involved, and to provide a faster implementation. The overhead for non-linearity is bearable and can be balanced with the fact that a single nonlinear projection can replaces as many as five linear projections (in a hemicube), with less discontinuities and a smaller memory cost, thus making non-linear projections a practical alternative.