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dc.contributor.authorJeremias, P.en_US
dc.contributor.authorChavarria, O.en_US
dc.contributor.authorGarcia, O.en_US
dc.contributor.authorCarrillo, X.en_US
dc.contributor.authorCuñado, A.en_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:21Z
dc.date.available2015-07-19T17:09:21Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061020en_US
dc.description.abstractReflection and refraction are key processes intended for realism within simulation platforms. There are several parameters related to those techniques whose values have been traditionally selected by using subjective criteria. This paper presents an interactive water rendering model where the adjustment of the local perturbation parameters has been revised, ensuring physical correctness. Therefore we present new tuning paradigms, based on physical, optical and, besides that, objective constraints.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSolving Local Reflections: a Direct Methodologyen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1 b: Rendering GPUsen_US
dc.identifier.doi10.2312/egs.20061020en_US
dc.identifier.pages25-28en_US


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