This paper introduces a novel approach for real-time reflection on curved objects. In our algorithm, we first determine the regions on the reflectors where reflections are likely to exist. To reduce the cost of rendering the reflections, for each reflected object, a local cube map, called a layered depth texture, is constructed. At run time, a fragment program is used to search the intersection point of the reflective ray from the reflector with the layered depth textures. For a convex reflected object, a single layered cube map is sufficient to ensure geometrically correct reflection results. For a concave object, a multi-layered cube map is needed, which can be generated using the depth-peeling technique. Our search algorithm for reflection rendering does not depend on the geometry complexity of the reflected objects. In addition, the construction of the layered depth textures does not depend on the viewpoint, so it only needs to be done once.
Beschreibung
CiteSeerX — REAL-TIME REFLECTIONS ON CURVED OBJECTS USING LAYERED DEPTH TEXTURES
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.507.4294
%0 Report
%1 Zhang:ea:2008
%A Zhang, Cheng
%A hsi Hsieh, Hsien
%A wei Shen, Han
%D 2008
%K envmaps reflection reflections
%T Real-time Reflections on Curved Objects Using Layered Depth Textures
%U ftp://ftp.cse.ohio-state.edu/pub/tech-report/2007/TR55.pdf
%X This paper introduces a novel approach for real-time reflection on curved objects. In our algorithm, we first determine the regions on the reflectors where reflections are likely to exist. To reduce the cost of rendering the reflections, for each reflected object, a local cube map, called a layered depth texture, is constructed. At run time, a fragment program is used to search the intersection point of the reflective ray from the reflector with the layered depth textures. For a convex reflected object, a single layered cube map is sufficient to ensure geometrically correct reflection results. For a concave object, a multi-layered cube map is needed, which can be generated using the depth-peeling technique. Our search algorithm for reflection rendering does not depend on the geometry complexity of the reflected objects. In addition, the construction of the layered depth textures does not depend on the viewpoint, so it only needs to be done once.
@techreport{Zhang:ea:2008,
abstract = {This paper introduces a novel approach for real-time reflection on curved objects. In our algorithm, we first determine the regions on the reflectors where reflections are likely to exist. To reduce the cost of rendering the reflections, for each reflected object, a local cube map, called a layered depth texture, is constructed. At run time, a fragment program is used to search the intersection point of the reflective ray from the reflector with the layered depth textures. For a convex reflected object, a single layered cube map is sufficient to ensure geometrically correct reflection results. For a concave object, a multi-layered cube map is needed, which can be generated using the depth-peeling technique. Our search algorithm for reflection rendering does not depend on the geometry complexity of the reflected objects. In addition, the construction of the layered depth textures does not depend on the viewpoint, so it only needs to be done once.},
added-at = {2015-10-19T23:55:46.000+0200},
author = {Zhang, Cheng and hsi Hsieh, Hsien and wei Shen, Han},
biburl = {https://www.bibsonomy.org/bibtex/2160e14110c83d69358d6d67e83c956a2/ledood},
description = {CiteSeerX — REAL-TIME REFLECTIONS ON CURVED OBJECTS USING LAYERED DEPTH TEXTURES
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.507.4294},
interhash = {fb2d06ec51290e404afbdaa23ab29ba3},
intrahash = {160e14110c83d69358d6d67e83c956a2},
keywords = {envmaps reflection reflections},
timestamp = {2016-04-29T17:26:03.000+0200},
title = {Real-time Reflections on Curved Objects Using Layered Depth Textures},
url = {ftp://ftp.cse.ohio-state.edu/pub/tech-report/2007/TR55.pdf},
urldate = {2016-01-28},
year = 2008
}