Deutsch
 
Hilfe Datenschutzhinweis Impressum
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT

Freigegeben

Konferenzbeitrag

Light Field Techniques for Reflections and Refractions

MPG-Autoren
/persons/resource/persons44602

Heidrich,  Wolfgang
Computer Graphics, MPI for Informatics, Max Planck Society;

/persons/resource/persons44911

Lensch,  Hendrik P. A.
Computer Graphics, MPI for Informatics, Max Planck Society;

/persons/resource/persons45449

Seidel,  Hans-Peter       
Computer Graphics, MPI for Informatics, Max Planck Society;

Externe Ressourcen
Es sind keine externen Ressourcen hinterlegt
Volltexte (beschränkter Zugriff)
Für Ihren IP-Bereich sind aktuell keine Volltexte freigegeben.
Volltexte (frei zugänglich)
Es sind keine frei zugänglichen Volltexte in PuRe verfügbar
Ergänzendes Material (frei zugänglich)
Es sind keine frei zugänglichen Ergänzenden Materialien verfügbar
Zitation

Heidrich, W., Lensch, H. P. A., Cohen, M., & Seidel, H.-P. (1999). Light Field Techniques for Reflections and Refractions. In D. Lischinski, & G. W. Larson (Eds.), Rendering Techniques '99 (pp. 187-196). Vienna, Austria: Springer.


Zitierlink: https://hdl.handle.net/11858/00-001M-0000-000F-36C7-6
Zusammenfassung
Reflections and refractions are important visual effects that have
long been considered too costly for interactive applications.
Although most contemporary graphics hardware supports reflections
off curved surfaces in the form of environment maps, refractions in
thick, solid objects cannot be handled with this approach, and even
for reflections the simplifying assumptions of environment maps
sometimes produce visible artifacts.

Only recently have researchers developed techniques for the
interactive rendering of true reflections and refractions in curved
objects. This paper introduces a new, light field based approach to
achieving this goal. The method is based on a strict decoupling of
geometry and illumination, and hardware support for all stages of
the technique is possible through existing extensions of the OpenGL
rendering pipeline. In addition we also discuss storage issues and
introduce methods for handling vector-quantized data with graphics
hardware.