dc.contributor.author | Li, Shengying | en_US |
dc.contributor.author | Fan, Zhe | en_US |
dc.contributor.author | Yin, Xiaotian | en_US |
dc.contributor.author | Mueller, Klaus | en_US |
dc.contributor.author | Kaufman, Arie E. | en_US |
dc.contributor.author | Gu, Xianfeng | en_US |
dc.contributor.editor | Dieter Fellner and Charles Hansen | en_US |
dc.date.accessioned | 2015-07-19T17:09:22Z | |
dc.date.available | 2015-07-19T17:09:22Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20061021 | en_US |
dc.description.abstract | A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray to its intersection point with the surface, represented as the uv coordinates on the geometry image. It makes intersection tests much more efficient using lookups within a fragment shader, and allows conventional textures to be applied, such as normal maps, to enhance geometric subtleties. Our method can be generalized to also handle refraction and self-reflection. Experimental results demonstrate its capability for accurate reflection for complex scenes in real-time. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-time Reflection using Ray Tracing with Geometry Field | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.description.sectionheaders | Session 1 b: Rendering GPUs | en_US |
dc.identifier.doi | 10.2312/egs.20061021 | en_US |
dc.identifier.pages | 29-32 | en_US |