Interactive ray shading of FRep objects

Authors: Fryazinov, O. and Pasko, A.

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

Abstract:

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.

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

Source: Scopus

Interactive ray shading of FRep objects

Authors: Fryazinov, O. and Pasko, A.

Journal: WSCG 2008, COMMUNICATION PAPERS

Pages: 145-152

ISBN: 978-80-86943-16-9

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

Source: Web of Science (Lite)

Interactive ray shading of FRep objects

Authors: Fryazinov, O. and Pasko, A.

Editors: Cunningham, S. and Skala, V.

Conference: WSCG' 2008, Communications Papers proceedings

Dates: 4-7 February 2008

Pages: 145-152

Publisher: University of West Bohemia

Place of Publication: Plzen, Czech Republic

ISBN: 978-80-86943-16-9

Abstract:

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.

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

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

Source: Manual

Preferred by: Oleg Fryazinov

Interactive ray shading of FRep objects

Authors: Fryazinov, O. and Pasko, A.

Editors: Cunningham, S. and Skala, V.

Conference: WSCG' 2008, Communications Papers proceedings

Pages: 145-152

Publisher: University of West Bohemia

Abstract:

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.

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

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

Source: BURO EPrints