Specular Effects on the GPU: State of the Art

dc.contributor.authorSzirmay-Kalos, Laszloen_US
dc.contributor.authorUmenhoffer, Tamasen_US
dc.contributor.authorPatow, Gustavoen_US
dc.contributor.authorSzecsi, Laszloen_US
dc.contributor.authorSbert, Mateuen_US
dc.date.accessioned2015-02-23T09:12:05Z
dc.date.available2015-02-23T09:12:05Z
dc.date.issued2009en_US
dc.description.abstractThis 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.en_US
dc.description.documenttypestar
dc.description.number6en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01350.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages1586-1617en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01350.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleSpecular Effects on the GPU: State of the Arten_US
Files
Collections