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| Min Chen, James Arvo, "Perturbation Methods for Interactive Specular Reflections," IEEE Transactions on Visualization and Computer Graphics, vol. 6, no. 3, pp. 253-264, July-September, 2000. | |||
| BibTex | x | ||
| @article{ 10.1109/2945.879786, author = {Min Chen and James Arvo}, title = {Perturbation Methods for Interactive Specular Reflections}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {6}, number = {3}, issn = {1077-2626}, year = {2000}, pages = {253-264}, doi = {http://doi.ieeecomputersociety.org/10.1109/2945.879786}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - Perturbation Methods for Interactive Specular Reflections IS - 3 SN - 1077-2626 SP253 EP264 EPD - 253-264 A1 - Min Chen, A1 - James Arvo, PY - 2000 KW - Animation systems KW - illumination effects KW - implicit surfaces KW - matting and compositing KW - optics KW - ray tracing. VL - 6 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
Abstract—We describe a new approach for interactively approximating specular reflections in arbitrary curved surfaces. The technique is applicable to any smooth implicitly defined reflecting surface that is equipped with a ray intersection procedure; it is also extremely efficient as it employs local perturbations to interpolate point samples analytically. After ray tracing a sparse set of reflection paths with respect to a given vantage point and static reflecting surfaces, the algorithm rapidly approximates reflections of arbitrary points in 3-space by expressing them as perturbations of nearby points with known reflections. The reflection of each new point is approximated to second-order accuracy by applying a closed-form perturbation formula to one or more nearby reflection paths. This formula is derived from the Taylor expansion of a reflection path and is based on first and second-order path derivatives. After preprocessing, the approach is fast enough to compute reflections of tessellated diffuse objects in arbitrary curved surfaces at interactive rates using standard graphics hardware. The resulting images are nearly indistinguishable from ray traced images that take several orders of magnitude longer to generate.
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