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Real-time refraction through deformable objects
| Content Provider | CiteSeerX |
|---|---|
| Author | Oliveira, Manuel M. Brauwers, Maicon |
| Description | Figure 1: Armadillo model refracting a distant environment rendered using ray tracing (left) and using our technique (center). Jumping Armadillo rendered with our technique (right). Our approach requires no preprocessing, allowing real-time rendering of deforming objects. Light refraction is an important optical phenomenon whose simulation greatly contributes to the realism of synthesized images. Although ray tracing can correctly simulate light refraction, doing it in real time still remains a challenge. This work presents an imagespace technique to simulate the refraction of distant environments in real time. Contrary to previous approaches for interactive refraction at multiple interfaces, the proposed technique does not require any preprocessing. As a result, it can be directly applied to objects undergoing shape deformations, which is a common and important feature for character animation in computer games and movies. Our approach is general in the sense that it can be used with any object representation that can be rasterized on a programmable GPU. It is based on an efficient ray-intersection procedure performed against a dynamic depth map and carried out in 2D texture space. We demonstrate the effectiveness of our approach by simulating refractions through animated characters composed of several hundred thousand polygons in real time. |
| File Format | |
| Language | English |
| Publisher Institution | In Proceedings of the 2007 Symposium on Interactive 3D graphics and games (2007 |
| Access Restriction | Open |
| Subject Keyword | Deformable Object Real-time Refraction Shape Deformation Object Representation Thousand Polygon Texture Space Animated Character Synthesized Image Important Optical Phenomenon Previous Approach Dynamic Depth Map Ray Tracing Character Animation Armadillo Model Multiple Interface Light Refraction Computer Game Real-time Rendering Programmable Gpu Distant Environment Imagespace Technique Efficient Ray-intersection Procedure Real Time Interactive Refraction Important Feature |
| Content Type | Text |
| Resource Type | Article |