Offset Surface Light Fields

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Date

2003

Authors

Ang, Jason

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Publisher

University of Waterloo

Abstract

For producing realistic images, reflection is an important visual effect. Reflections of the environment are important not only for highly reflective objects, such as mirrors, but also for more common objects such as brushed metals and glossy plastics. Generating these reflections accurately at real-time rates for interactive applications, however, is a difficult problem. Previous works in this area have made assumptions that sacrifice accuracy in order to preserve interactivity. I will present an algorithm that tries to handle reflection accurately in the general case for real-time rendering. The algorithm uses a database of prerendered environment maps to render both the original object itself and an additional bidirectional reflection distribution function (BRDF). The algorithm performs image-based rendering in reflection space in order to achieve accurate results. It also uses graphics processing unit (GPU) features to accelerate rendering.

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Keywords

Computer Science, Hardware Accelerated Rendering and Shading, Image-Based Rendering, Reflection Mapping, Bidirectional Reflectance Distribution Functions, Monte Carlo Integration, Offset Surface Light Fields, Surface Light Fields, Light Fields, Lumigraphs, Texture Map

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