Adaptive Progressive Vertex Tracing for Interactive Reflections
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Date
2001Author
Ullmann, Thomas
Schmidt, Alexander
Beier, Daniel
Bruderlin, Beat
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Show full item recordAbstract
This paper presents an approach for real-time rendering of physically accurate reflection effects in virtual environments. We apply a hybrid rendering of an OpenGL-generated scene, blended with correct reflection characteristics of selected scene objects. The core of the approach consists of a special type of ray tracing, the so-called vertex tracing. Real-time performance, even for complex CAD scenes, is achieved by progressive adaptive refinement, (derived from the geometry in object space) as well as by parallelization of the algorithm. A mesh-based load balancing yields a uniform distribution of the computing load in a heterogeneous network with resources with widely varying performance. The performance of the overall system is demonstrated using a truck interior in a Virtual Reality simulator.
BibTeX
@inproceedings {10.2312:egs.20011016,
booktitle = {Eurographics 2001 - Short Presentations},
editor = {},
title = {{Adaptive Progressive Vertex Tracing for Interactive Reflections}},
author = {Ullmann, Thomas and Schmidt, Alexander and Beier, Daniel and Bruderlin, Beat},
year = {2001},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20011016}
}
booktitle = {Eurographics 2001 - Short Presentations},
editor = {},
title = {{Adaptive Progressive Vertex Tracing for Interactive Reflections}},
author = {Ullmann, Thomas and Schmidt, Alexander and Beier, Daniel and Bruderlin, Beat},
year = {2001},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20011016}
}