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Conference Paper: Geocube - GPU accelerated real-time rendering of transparency and translucency

TitleGeocube - GPU accelerated real-time rendering of transparency and translucency
Authors
KeywordsGpu
Real-Time Rendering
Translucency
Transparency
Issue Date2005
PublisherSpringer Verlag. The Journal's web site is located at http://link.springer.de/link/service/journals/00371/index.htm
Citation
Visual Computer, 2005, v. 21 n. 8-10, p. 579-590 How to Cite?
AbstractWe present a new method based on GPU acceleration for real-time transparency and translucency rendering. Our method computes refraction at both the front and back sides of a transparent object, as well as internal reflection, thus delivering interactive realistic transparency effects on a commodity PC. The real-time performance is made possible by a new acceleration data structure, called geocube, that enables the use of GPU for fast ray-surface intersection testing. In addition, within the same framework, we introduce the novel use of the mip-map for a hierarchical representation of a sequence of key prefiltered environment maps to simulate translucency. By taking ray depth into account and using GPU to interpolate the key filtered maps to produce the desired blurring effects, we achieve real-time realistic translucency rendering of slightly scattering media that allows show-through of background details. © Springer-Verlag 2005.
Persistent Identifierhttp://hdl.handle.net/10722/151865
ISSN
2015 Impact Factor: 1.06
2015 SCImago Journal Rankings: 0.560
ISI Accession Number ID
References

 

DC FieldValueLanguage
dc.contributor.authorChan, Ben_US
dc.contributor.authorWang, Wen_US
dc.date.accessioned2012-06-26T06:30:11Z-
dc.date.available2012-06-26T06:30:11Z-
dc.date.issued2005en_US
dc.identifier.citationVisual Computer, 2005, v. 21 n. 8-10, p. 579-590en_US
dc.identifier.issn0178-2789en_US
dc.identifier.urihttp://hdl.handle.net/10722/151865-
dc.description.abstractWe present a new method based on GPU acceleration for real-time transparency and translucency rendering. Our method computes refraction at both the front and back sides of a transparent object, as well as internal reflection, thus delivering interactive realistic transparency effects on a commodity PC. The real-time performance is made possible by a new acceleration data structure, called geocube, that enables the use of GPU for fast ray-surface intersection testing. In addition, within the same framework, we introduce the novel use of the mip-map for a hierarchical representation of a sequence of key prefiltered environment maps to simulate translucency. By taking ray depth into account and using GPU to interpolate the key filtered maps to produce the desired blurring effects, we achieve real-time realistic translucency rendering of slightly scattering media that allows show-through of background details. © Springer-Verlag 2005.en_US
dc.languageengen_US
dc.publisherSpringer Verlag. The Journal's web site is located at http://link.springer.de/link/service/journals/00371/index.htmen_US
dc.relation.ispartofVisual Computeren_US
dc.subjectGpuen_US
dc.subjectReal-Time Renderingen_US
dc.subjectTranslucencyen_US
dc.subjectTransparencyen_US
dc.titleGeocube - GPU accelerated real-time rendering of transparency and translucencyen_US
dc.typeConference_Paperen_US
dc.identifier.emailChan, B:bchan@cs.hku.hken_US
dc.identifier.emailWang, W:wenping@cs.hku.hken_US
dc.identifier.authorityChan, B=rp00086en_US
dc.identifier.authorityWang, W=rp00186en_US
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.doi10.1007/s00371-005-0312-4en_US
dc.identifier.scopuseid_2-s2.0-24944506695en_US
dc.identifier.hkuros165375-
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-24944506695&selection=ref&src=s&origin=recordpageen_US
dc.identifier.volume21en_US
dc.identifier.issue8-10en_US
dc.identifier.spage579en_US
dc.identifier.epage590en_US
dc.identifier.isiWOS:000231857400010-
dc.publisher.placeGermanyen_US
dc.identifier.scopusauthoridChan, B=26662908500en_US
dc.identifier.scopusauthoridWang, W=35147101600en_US

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