Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps
Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps
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通过混合渲染和分层环境贴图在图形硬件上实现逼真的反射和折射
DOI:
10.2312/egwr/egwr01/289-300
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发表时间:
2001
期刊:
影响因子:
--
通讯作者:
John M. Snyder
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文献类型:
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作者:
Z. S. Hakura;John M. Snyder
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit computation, we use a greedy ray path shading model that prunes the binary ray tree generated by refractive objects to form just two ray paths. We also restrict ray queries to triangle vertices, but perform adaptive tessellation to shoot additional rays where neighboring ray paths differ sufficiently. By using layered, parameterized EMs that are inferred over a set of viewpoint samples to match ray traced imagery, we accurately handle parallax and view-dependent shading in the environment. We increase robustness of EMs by inferring them simultaneously across multiple viewpoints and including environmental geometry that is occluded from the viewpoint sample but is revealed in nearby viewpoints. We demonstrate realistic shiny and glass objects with a user-controlled viewpoint.