Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Interactive reflections on curved objects
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Texture and reflection in computer generated images
Communications of the ACM
Parameterized environment maps
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Perturbation Methods for Interactive Specular Reflections
IEEE Transactions on Visualization and Computer Graphics
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Real-time reflection on moving vehicles in urban environments
Proceedings of the ACM symposium on Virtual reality software and technology
Ray tracing on a stream processor
Ray tracing on a stream processor
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Faster accurate reflections throught quadric mirrors
ACM SIGGRAPH 2010 Posters
Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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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.