GPU-based light wavefront simulation for real-time refractive object rendering.
Gernot ZieglerChristian TheobaltIvo IhrkeMarcus A. MagnorArt TevsHans-Peter SeidelPublished in: SIGGRAPH Sketches (2007)
Keyphrases
- real time
- high fidelity
- graphics hardware
- collision detection
- texture mapping
- d objects
- real time rendering
- volume rendering
- complex objects
- moving objects
- ray casting
- limited memory
- image based rendering
- photorealistic
- frame buffer
- object model
- simulation model
- parallel processing
- times faster
- computer graphics
- surface normals
- d scene
- object tracking
- high frame rate
- gpu implementation
- single viewpoint
- virtual environment
- control system
- photorealistic rendering