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
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
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Multiperspective modeling, rendering, and imaging
ACM SIGGRAPH ASIA 2008 courses
Real-time caustics in dynamic scenes with multiple directional lights
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time multi-perspective rendering on graphics hardware
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
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.00 |
Interactive applications often strive for realism, but framerate constraints usually limit realistic effects to those that run efficiently in graphics hardware. One effect largely ignored in interactive applications is refraction. We build upon a simple, image-space approach to refraction [Wyman 2005] that easily runs on modern graphics cards. This image-space approach requires two passes on a GPU, and allows refraction of distant environments through two interfaces. Our work explores extensions allowing the refraction of nearby opaque objects, at the cost of one additional pass to render nearby geometry to texture and a more complex fragment shader for computing refracted color. Like all image-based algorithms, aliasing can occur in certain circumstances, especially when a few texels are magnified to cover a sizable portion of screen space. However, our plausible refractions should suffice for many applications.