“Multi-interfaces based refractive rendering” by Ma, Xiao and Yang

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Title:

    Multi-interfaces based refractive rendering

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Abstract:


    We presented an multi-interfaces image based method to simulate the refraction and related light effects in real time on a normal graphic card. The multi-interfaces based representation of the refractor is obtained by hiring depth peeling ideas. This leads to significantly better results than two interfaces refraction where only the front and back face of the object was captured.

References:


    1. Liu, F., Huang, M., Liu, X., and Wu, E. 2009. Single pass depth peeling via CUDA rasterizer. In SIGGRAPH 2009: Talks, ACM, 79.
    2. Wyman, C., and Nichols, G. 2009. Adaptive caustic maps using deferred shading. In Computer Graphics Forum, vol. 28, Blackwell Publishing, 309–318.


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