loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Computer Graphics International 2003 (CGI'03)
A Real-Time Refraction Renderer for Volume Objects Using a Polygon-Rendering Scheme
Tokyo, Japan
July 09-July 11
ISBN: 0-7695-1946-6
Eisaku Ohbuchi, NEC Electronics Corporation, Japan
This paper proposes the per Vertex Ray Tracing (pVRT) method for real-time refraction rendering and discusses its algorithm, hardware implementation, and results. Our algorithm is based on single-pass rendering with a pre-processing phase to calculate the destinations of rays passing through transparent volume objects. In the pre-processing process, the direction and position of a ray?s destination, which is the point at which a ray, after passing through a transparent object, intersects with an image frame, are calculated for each object independently, and objects made from refractive materials are rendered by using the computed addresses in the image buffer where the non-transparent objects are rendered.
This method will be implemented entirely in hardware, and a performance evaluation based on software simulation showed an average calculation speed of 458,907 polygon/sec. (241,530 vertex/ sec) in the pre-processing process.
Index Terms:
graphics hardware, real-time refraction mapping, ray tracing, polygon rendering
Citation:
Eisaku Ohbuchi, "A Real-Time Refraction Renderer for Volume Objects Using a Polygon-Rendering Scheme," cgi, pp.190, Computer Graphics International 2003 (CGI'03), 2003
Usage of this product signifies your acceptance of the Terms of Use.