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Real-time glossy reflections on planar surfaces

Published: 03 November 2004 Publication History

Abstract

In this paper we concentrate on an optical effect well-suited for architectural or game-related renderings: glossy reflections on planar surfaces. We demonstrate a physically reasonable approximation of glossy reflections at slightly imperfect reflecting surfaces --- e.g. most floors --- that can be implemented at minimal performance penalty when compared to perfect reflections. An evaluation of our implementation using only standard graphic API functions in OpenGL 1.2 concludes the paper.

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  • (2014)Real-time rendering of glossy materials with regular samplingThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-014-0958-x30:6-8(717-727)Online publication date: 1-Jun-2014

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cover image ACM Conferences
AFRIGRAPH '04: Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
November 2004
176 pages
ISBN:1581138636
DOI:10.1145/1029949
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

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Published: 03 November 2004

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  • (2014)Real-time rendering of glossy materials with regular samplingThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-014-0958-x30:6-8(717-727)Online publication date: 1-Jun-2014

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