Interactive ray shading of FRep objects

This source preferred by Alexander Pasko and Oleg Fryazinov

Authors: Fryazinov, O. and Pasko, A.

Editors: Cunningham, S. and Skala, V.

http://eprints.bournemouth.ac.uk/7017/

http://wscg.zcu.cz/wscg2008/Papers_2008/short/C83-full.pdf

Start date: 4 February 2008

Pages: 145-152

Publisher: University of West Bohemia

Place of Publication: Plzen, Czech Republic

ISBN: 978-80-86943-16-9

In this paper we present a method for interactive rendering general procedurally defined functionally represented (FRep) objects using the acceleration with graphics hardware, namely Graphics Processing Units (GPU). We obtain interactive rates by using GPU acceleration for all computations in rendering algorithm, such as ray-surface intersection, function evaluation and normal computations. We compute primary rays as well as secondary rays for shadows, reflection and refraction for obtaining high quality of the output visualization and further extension to ray-tracing of FRep objects. The algorithm is well-suited for modern GPUs and provides acceptable interactive rates with good quality of the results. A wide range of objects can be rendered including traditional skeletal implicit surfaces, constructive solids, and purely procedural objects such as 3D fractals.

This data was imported from Scopus:

Authors: Fryazinov, O. and Pasko, A.

http://eprints.bournemouth.ac.uk/7017/

Journal: 16th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG'2008 - In Co-operation with EUROGRAPHICS, Full Papers

Pages: 145-152

ISBN: 9788086943152

In this paper we present a method for interactive rendering general procedurally defined functionally represented (FRep) objects using the acceleration with graphics hardware, namely Graphics Processing Units (GPU). We obtain interactive rates by using GPU acceleration for all computations in rendering algorithm, such as ray-surface intersection, function evaluation and normal computations. We compute primary rays as well as secondary rays for shadows, reflection and refraction for obtaining high quality of the output visualization and further extension to ray-tracing of FRep objects. The algorithm is well-suited for modern GPUs and provides acceptable interactive rates with good quality of the results. A wide range of objects can be rendered including traditional skeletal implicit surfaces, constructive solids, and purely procedural objects such as 3D fractals.

This data was imported from Web of Science (Lite):

Authors: Fryazinov, O. and Pasko, A.

http://eprints.bournemouth.ac.uk/7017/

Journal: WSCG 2008, COMMUNICATION PAPERS

Pages: 145-152

ISBN: 978-80-86943-16-9

The data on this page was last updated at 04:42 on September 24, 2017.