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dc.contributor.authorYu, Xuanen_US
dc.contributor.authorWang, Ruien_US
dc.contributor.authorYu, Jingyien_US
dc.date.accessioned2015-02-21T18:00:50Z
dc.date.available2015-02-21T18:00:50Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01348.xen_US
dc.description.abstractWe present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our method uses hardware rasterization to produce primary pixels, and GPU-based BRDF importance sampling [CK07] to quickly generate reflected rays. We utilize a fast GPU ray tracer proposed by Carr et al. [CHCH06] to compute reflection hits. Our main contribution is an adaptive level-of-detail (LOD) control algorithm that greatly improves ray tracing performance during reflection shading. Specifically, we use the solid angle represented by each reflected ray to adaptively pick the level of termination in the BVH traversal step during ray tracing. This leads to 2 - 3x speedup over an unmodified implementation of [CHCH06]. Based on the same solid angle measure, we derive a texture filtering formula to reduce reflection aliasing artifacts, taking advantage of hardware MIP mapping. This extends the filtering algorithm presented in [CK07] from environment mapping to local scene reflection. Using our algorithm, we demonstrate interactive rendering rates for several scenes featuring dynamic lighting and material changes, spatially varying BRDF parameters, and rigid-body object movement.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleInteractive Glossy Reflections using GPU-based Ray Tracing with Adaptive LODen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01348.xen_US
dc.identifier.pages1987-1996en_US


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  • 27-Issue 7
    Pacific Graphics 2008 - Special Issue

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