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題名 Real-time Multiple Refraction by Using Image-Space Technology
作者 Chi, Ming-Te;Wang, Shi-Hao;Hu, Chen-Chi
紀明德
貢獻者 資科系
關鍵詞 refraction, image-space technology, shader, graphical processing unit (GPU), photorealistic rendering
日期 2016-05
上傳時間 11-Apr-2016 14:38:41 (UTC+8)
摘要 In photorealistic rendering, refraction is a vital optical phenomenon for transparent objects. This study proposes a real-time image-space method for approximate multiple refraction. First, a depth-peeling technique is used to disassemble a 3D polygonal model into four layers of normal and depth textures. Next, a modified ray-height-field intersection algorithm is employed to resolve discontinuities between the layers and compute the intersection, refraction, and total internal reflection. Finally, an environment map with a refraction vector is used to compute the final shading. The image space and shader technique enables generating a maximum of four bounces to increase the refraction detail and handle more complex scenes compared with those examined in previous methods. We performed several experiments with various scenes and the results showed the feasibility and quality of the proposed multi-refraction method. In addition, the rendering efficiency was demonstrated by comparing the proposed method with GPU-based ray tracing.
關聯 JISE, 31(3),
資料類型 article
dc.contributor 資科系
dc.creator (作者) Chi, Ming-Te;Wang, Shi-Hao;Hu, Chen-Chi
dc.creator (作者) 紀明德zh_TW
dc.date (日期) 2016-05
dc.date.accessioned 11-Apr-2016 14:38:41 (UTC+8)-
dc.date.available 11-Apr-2016 14:38:41 (UTC+8)-
dc.date.issued (上傳時間) 11-Apr-2016 14:38:41 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/84101-
dc.description.abstract (摘要) In photorealistic rendering, refraction is a vital optical phenomenon for transparent objects. This study proposes a real-time image-space method for approximate multiple refraction. First, a depth-peeling technique is used to disassemble a 3D polygonal model into four layers of normal and depth textures. Next, a modified ray-height-field intersection algorithm is employed to resolve discontinuities between the layers and compute the intersection, refraction, and total internal reflection. Finally, an environment map with a refraction vector is used to compute the final shading. The image space and shader technique enables generating a maximum of four bounces to increase the refraction detail and handle more complex scenes compared with those examined in previous methods. We performed several experiments with various scenes and the results showed the feasibility and quality of the proposed multi-refraction method. In addition, the rendering efficiency was demonstrated by comparing the proposed method with GPU-based ray tracing.
dc.format.extent 4132628 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) JISE, 31(3),
dc.subject (關鍵詞) refraction, image-space technology, shader, graphical processing unit (GPU), photorealistic rendering
dc.title (題名) Real-time Multiple Refraction by Using Image-Space Technology
dc.type (資料類型) article