Specular Effects on the GPU: State of the Art
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Date
2009Author
Szirmay-Kalos, Laszlo
Umenhoffer, Tamas
Patow, Gustavo
Szecsi, Laszlo
Sbert, Mateu
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This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self-reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined.
BibTeX
@article {10.1111:j.1467-8659.2009.01350.x,
journal = {Computer Graphics Forum},
title = {{Specular Effects on the GPU: State of the Art}},
author = {Szirmay-Kalos, Laszlo and Umenhoffer, Tamas and Patow, Gustavo and Szecsi, Laszlo and Sbert, Mateu},
year = {2009},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2009.01350.x}
}
journal = {Computer Graphics Forum},
title = {{Specular Effects on the GPU: State of the Art}},
author = {Szirmay-Kalos, Laszlo and Umenhoffer, Tamas and Patow, Gustavo and Szecsi, Laszlo and Sbert, Mateu},
year = {2009},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2009.01350.x}
}