A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects

Abstract : We present a GPU-driven method for the fast computation of specular reflections on curved objects. For every reflector of the scene, our method computes a virtual object for every other object reflected in it. This virtual reflected object is then rendered and blended with the scene. For each vertex of each virtual object, a reflection point is found on the reflector's surface. This point is used to find the reflected virtual vertex, enabling the reflected virtual scene to be rendered. Our method renders the 3D points and normals of the reflector into textures, and uses a local search in a fragment program on the GPU to find the reflection points. By reorganizing the data and the computation in this manner, and correctly treating special cases, we make excellent use of the parallelism and stream-processing power of the GPU. In our results we show that, with our method, we can display high-quality reflections of nearby objects interactively.
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Communication dans un congrès
Tomas Akenine-Moller and Wolfgang Heidrich. Eurographics Symposium on Rendering, Jun 2006, Nicosie, Cyprus. ACM, pp.7, 2006
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  • HAL Id : inria-00606773, version 1

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Pau Estalella, Ignacio Martin, George Drettakis, Dani Tost. A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects. Tomas Akenine-Moller and Wolfgang Heidrich. Eurographics Symposium on Rendering, Jun 2006, Nicosie, Cyprus. ACM, pp.7, 2006. 〈inria-00606773〉

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