ACM Transactions on Graphics (TOG)
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
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Spherical parametrization and remeshing
ACM SIGGRAPH 2003 Papers
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Rendering fake soft shadows with smoothies
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Graphics gems revisited: fast and physically-based rendering of gemstones
ACM SIGGRAPH 2004 Papers
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive refraction on complex static geometry using spherical harmonics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
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
Caustics Mapping: An Image-Space Technique for Real-Time Caustics
IEEE Transactions on Visualization and Computer Graphics
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Rethinking graphics and gaming courses because of fast ray tracing
ACM SIGGRAPH 2007 educators program
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Education: Fast ray tracing and the potential effects on graphics and gaming courses
Computers and Graphics
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Depicting procedural caustics in single images
ACM SIGGRAPH Asia 2008 papers
Image-space subsurface scattering for interactive rendering of deformable translucent objects
IEEE Computer Graphics and Applications - Special issue title on generating 3D building models a VR playground for teaching math
GPU-based refraction and caustics rendering on depth textures
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Interactively rendering dynamic caustics on GPU
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Real-time rough refraction via LEAN mapping and Gaussian sum reduction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A GPU-driven algorithm for accurate interactive reflections on curved objects
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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Many interactive applications strive for realistic renderings, but framerate constraints usually limit realism to effects that run efficiently in graphics hardware. One effect largely ignored in such applications is refraction. We introduce a simple, image-space approach to refractions that easily runs on modern graphics cards. Our method requires two passes on a GPU, and allows refraction of a distant environment through two interfaces, compared to current interactive techniques that are restricted to a single interface. Like all image-based algorithms, aliasing can occur in certain circumstances, but the plausible refractions generated with our approach should suffice for many applications.