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dc.contributor.authorAng, Jasonen 14:23:47 (GMT) 14:23:47 (GMT)
dc.description.abstractFor 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.en
dc.format.extent17808699 bytes
dc.publisherUniversity of Waterlooen
dc.rightsCopyright: 2003, Ang, Jason. All rights reserved.en
dc.subjectComputer Scienceen
dc.subjectHardware Accelerated Rendering and Shadingen
dc.subjectImage-Based Renderingen
dc.subjectReflection Mappingen
dc.subjectBidirectional Reflectance Distribution Functionsen
dc.subjectMonte Carlo Integrationen
dc.subjectOffset Surface Light Fieldsen
dc.subjectSurface Light Fieldsen
dc.subjectLight Fieldsen
dc.subjectTexture Mapen
dc.titleOffset Surface Light Fieldsen
dc.typeMaster Thesisen
dc.pendingfalseen of Computer Scienceen
uws-etd.degreeMaster of Mathematicsen

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