SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Time critical lumigraph rendering
Proceedings of the 1997 symposium on Interactive 3D graphics
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th 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
Applications of pixel textures in visualization and realistic image synthesis
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Texture and reflection in computer generated images
Communications of the ACM
Parallel lumigraph reconstruction
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Parameterized environment maps
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Acquisition and rendering of transparent and refractive objects
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive spectral volume rendering
Proceedings of the conference on Visualization '02
Capturing and rendering with incident light fields
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Multi-channel train visual simulation system based on PC cluster
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Real-time reflection mapping with parallax
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Interactive image-space refraction of nearby geometry
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Sample-Based Cameras for Feed Forward Reflection Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
LightShop: interactive light field manipulation and rendering
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Foundations and Trends® in Computer Graphics and Vision
Precomputation-Based Rendering
Foundations and Trends® in Computer Graphics and Vision
I3D '11 Symposium on Interactive 3D Graphics and Games
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Reflected and transmitted irradiance from area sources using vertex tracing
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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Reflections and refractions are important visual effects that have long been considered too costly for interactive applications. Although most contemporary graphics hardware supports reflections off curved surfaces in the form of environment maps, refractions in thick, solid objects cannot be handled with this approach, and the simplifying assumptions of environment maps also produce visible artifacts for reflections. Only recently have researchers developed techniques for the interactive rendering of true reflections and refractions in curved objects. This paper introduces a new, light field based approach to achieving this goal. The method is based on a strict decoupling of geometry and illumination. Hardware support for all stages of the technique is possible through existing extensions of the OpenGL rendering pipeline. In addition, we also discuss storage issues and introduce methods for handling vector-quantized data with graphics hardware.