Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
The information available to a moving observer from specularities
Image and Vision Computing - 4th Alvey Vision Meeting
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Texture and reflection in computer generated images
Communications of the ACM
Illumination for computer generated pictures
Communications of the ACM
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Fitting virtual lights for non-diffuse walkthroughs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive reflections on curved objects
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
View-independent environment maps
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
PAVLOV: a programmable architecture for volume processing
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Increased photorealism for interactive architectural walkthroughs
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Reflection space image based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Environment matting and compositing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Towards interactive bump mapping with anisotropic shift-variant BRDFs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Parameterized environment maps
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
VIZARD II: a reconfigurable interactive volume rendering system
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
Real-time reflection on moving vehicles in urban environments
Proceedings of the ACM symposium on Virtual reality software and technology
Cycle shading for the assessment and visualization of shape in one and two codimensions
GI '06 Proceedings of Graphics Interface 2006
Sample-Based Cameras for Feed Forward Reflection Rendering
IEEE Transactions on Visualization and Computer Graphics
Angular extent filtering with edge fixup for seamless cubemap filtering
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Parallel selective rendering of high-fidelity virtual environments
Parallel Computing
Isocube: Exploiting the Cubemap Hardware
IEEE Transactions on Visualization and Computer Graphics
A compact shader for FPGA-based volume rendering accelerators
ARC'07 Proceedings of the 3rd international conference on Reconfigurable computing: architectures, tools and applications
Research on shadow map based shadow generation
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Translucent and opaque direct volume rendering for virtual endoscopy applications
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Design of an on-chip reflectance map
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
Hardware supported bump mapping: a step towards higher quality real-time rendering
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
Design principles of hardware-based phong shading and bump mapping
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
The setup for triangle rasterization
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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Surface reflections of an environment can be rendered in real time if hardware calculates an unnormalized reflection vector at each pixel. Conventional perspective-correct texture hardware can then be leveraged to draw high-quality reflections of an environment or specular highlights in real time. This fully accommodates area light sources, allows a local viewer to move interactively, and is especially well suited to the inspection of surface orientation and curvature. By emphasizing the richness of the incoming illumination rather than physical surface properties, it represents a new direction for real-time shading hardware.