Specular effects on the GPU: State of the art
dc.contributor.author
dc.date.accessioned
2016-03-07T11:05:22Z
dc.date.available
2016-03-07T11:05:22Z
dc.date.issued
2009
dc.identifier.issn
0167-7055
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dc.description.abstract
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self-reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined. © 2009 The Eurographics Association and Blackwell Publishing Ltd.
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application/pdf
dc.language.iso
eng
dc.publisher
Wiley
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Versió postprint del document publicat a: http://dx.doi.org/10.1111/j.1467-8659.2009.01350.x
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© Computer Graphics Forum, 2009, vol. 28, núm. 6, p. 1586-1617
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Articles publicats (D-IMA)
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Tots els drets reservats
dc.subject
dc.title
Specular effects on the GPU: State of the art
dc.type
info:eu-repo/semantics/article
dc.rights.accessRights
info:eu-repo/semantics/openAccess
dc.embargo.terms
Cap
dc.type.version
info:eu-repo/semantics/acceptedVersion
dc.identifier.doi
dc.identifier.idgrec
010378
dc.identifier.eissn
1467-8659