Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
An introduction to ray tracing
An introduction to ray tracing
Illumination from curved reflectors
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Reflection vector shading hardware
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
Multiperspective panoramas for cel animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Pattern Analysis and Machine Intelligence
Multiple-center-of-projection images
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
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
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
Surface light fields for 3D photography
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
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
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
Illumination for computer-generated images.
Illumination for computer-generated images.
Real-time reflection mapping with parallax
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Modelling Reflections via Multiperspective Imaging
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 1 - Volume 01
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Single camera flexible projection
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
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This paper presents sample-based cameras for rendering high quality reflections on convex reflectors at interactive rates. The method supports change of view, moving objects and reflectors, higher order reflections, view-dependent lighting of reflected objects, and reflector surface properties. In order to render reflections with the feed forward graphics pipeline, one has to project reflected vertices. A sample-based camera is a collection of BSP trees of pinhole cameras that jointly approximate the projection function. It is constructed from the reflected rays defined by the desired view and the scene reflectors. A scene point is projected by invoking only the cameras that contain it in their frustums. Reflections are rendered by projecting the scene geometry and then rasterizing in hardware.