dc.contributor.author | Kautz, Jan | en_US |
dc.contributor.author | Daubert, Katja | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.editor | Dirk Reiners | en_US |
dc.date.accessioned | 2016-02-17T14:16:08Z | |
dc.date.available | 2016-02-17T14:16:08Z | |
dc.date.issued | 2003 | en_US |
dc.identifier.isbn | 3-905673-53-3 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/osg.20031423 | en_US |
dc.description.abstract | In this paper, we propose an approach for rendering diffuse and glossy reflections using environment maps. This approach is geared towards VR applications, where realism and fast rendering is important. We exploit certain mathematical properties of diffuse reflections and certain features of graphics hardware for glossy reflections. This results in a very fast, single-pass rendering algorithm, which even allows to dynamically vary the incident lighting. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Hardware Acceleration | en_US |
dc.subject | Shading Models | en_US |
dc.subject | Global Illumination | en_US |
dc.subject | Texture Mapping | en_US |
dc.subject | Frame | en_US |
dc.subject | Buffer Tricks. | en_US |
dc.title | Advanced Environment Mapping in VR Applications | en_US |
dc.description.seriesinformation | Open SG 2003 | en_US |
dc.description.sectionheaders | High-Level Shading | en_US |
dc.identifier.doi | 10.2312/osg.20031423 | en_US |