Adaptive Progressive Vertex Tracing for Interactive Reflections
dc.contributor.author | Ullmann, Thomas | en_US |
dc.contributor.author | Schmidt, Alexander | en_US |
dc.contributor.author | Beier, Daniel | en_US |
dc.contributor.author | Bruderlin, Beat | en_US |
dc.date.accessioned | 2015-11-11T18:52:49Z | |
dc.date.available | 2015-11-11T18:52:49Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | This paper presents an approach for real-time rendering of physically accurate reflection effects in virtual environments. We apply a hybrid rendering of an OpenGL-generated scene, blended with correct reflection characteristics of selected scene objects. The core of the approach consists of a special type of ray tracing, the so-called vertex tracing. Real-time performance, even for complex CAD scenes, is achieved by progressive adaptive refinement, (derived from the geometry in object space) as well as by parallelization of the algorithm. A mesh-based load balancing yields a uniform distribution of the computing load in a heterogeneous network with resources with widely varying performance. The performance of the overall system is demonstrated using a truck interior in a Virtual Reality simulator. | en_US |
dc.description.seriesinformation | Eurographics 2001 - Short Presentations | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20011016 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Adaptive Progressive Vertex Tracing for Interactive Reflections | en_US |
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