Interactive ray shading of FRep objects
Authors: Fryazinov, O., 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
Publication Date: 01/12/2008
Pages: 145-152
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., Pasko, A.
Journal: WSCG 2008, COMMUNICATION PAPERS
Publication Date: 2008
Pages: 145-152
ISBN: 978-80-86943-16-9
https://eprints.bournemouth.ac.uk/7017/
Source: Web of Science
Interactive ray shading of FRep objects
Authors: Fryazinov, O., Pasko, A.
Editors: Cunningham, S., Skala, V.
Conference: WSCG' 2008, Communications Papers proceedings
Dates: 04/02/2008
Publication Date: 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