Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
An improved illumination model for shaded display
Communications of the ACM
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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
Graphics gems revisited: fast and physically-based rendering of gemstones
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
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
Relief mapping of non-height-field surface details
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
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
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
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Line-art illustration of dynamic and specular surfaces
ACM SIGGRAPH Asia 2008 papers
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A SPH-based method for interactive fluids simulation on the multi-GPU
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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A requirement for rendering realistic images interactively is efficiently simulating material properties. Recent techniques have improved the quality for interactively rendering dielectric materials, but have mostly neglected a phenomenon associated with refraction, namely, total internal reflection. We present an algorithm to approximate total internal reflection on commodity graphics hardware using a ray-depth map intersection technique that is interactive and requires no precomputation. Our results compare favorably with ray traced images and improve upon approaches that avoid total internal reflection.