Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games - SI3D '06 2006
DOI: 10.1145/1111411.1111438
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Interactive refraction on complex static geometry using spherical harmonics

Abstract: Accurate refraction, thanks to raytracing, has always been a popular effect in computer graphics. However, devising a technique that produces realistic refractions at interactive rates remains an open problem.In this paper, a method to achieve realistic and interactive refractive effects through complex static geometry is proposed. It relies on an offline step where many light paths through the object are preevaluated. During rendering, these precomputed paths are used to provide approximations of actual refra… Show more

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Cited by 13 publications
(10 citation statements)
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“…Later, this approach was improved to handle refraction of nearby geometries [47] and total internal reflection [10]. Génevaux et al [15] also presented a two-sided refraction method using the pre-evaluated light paths to approximate the actual refracted paths. To avoid lengthy precomputation and allow rendering of deformable objects, 2D texture space rayobject intersection approaches were proposed based on linear searching or binary searching pre-captured depth buffers [5,21,29].…”
Section: Real-time Rendering Of Specular Refractionsmentioning
confidence: 99%
“…Later, this approach was improved to handle refraction of nearby geometries [47] and total internal reflection [10]. Génevaux et al [15] also presented a two-sided refraction method using the pre-evaluated light paths to approximate the actual refracted paths. To avoid lengthy precomputation and allow rendering of deformable objects, 2D texture space rayobject intersection approaches were proposed based on linear searching or binary searching pre-captured depth buffers [5,21,29].…”
Section: Real-time Rendering Of Specular Refractionsmentioning
confidence: 99%
“…Refraction poses a bigger challenge than reflection, as even planar refraction can produce non‐linear beams [HH84]. Common techniques often handle only nearly planar refractors [Sou05] or only far away scene objects [GLD06], but not refraction of near objects through arbitrarily‐shaped lens. One possibility to approximate such effects is via image‐based heuristics [Wym05].…”
Section: Previous Workmentioning
confidence: 99%
“…Genevaux et al [Genevaux et al 2006] simulate refractions through several interfaces for static scenes. During a preprocessing stage, light paths are evaluated by tracing rays through the refractive objects from many different entry directions.…”
Section: Related Workmentioning
confidence: 99%
“…This paper presents a technique for approximating the refraction of distant environments at two interfaces in real time. Our approach was inspired by the work of Wyman [Wyman 2005a], but contrary to previous techniques for interactive simulation of refraction at multiple interfaces [Wyman 2005a;Genevaux et al 2006], it requires no preprocessing. As a result, it can be directly applied to models undergoing shape deformations and is general in the sense that it can be used with any object representation that can be rasterized on a programmable GPU.…”
Section: Introductionmentioning
confidence: 99%