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Interactive image-space refraction of nearby geometry
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Source Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia table of contents
Dunedin, New Zealand
SESSION: Rendering effects table of contents
Pages: 205 - 211  
Year of Publication: 2005
ISBN:1-59593-201-1
Author
Chris Wyman  University of Iowa
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 8,   Downloads (12 Months): 37,   Citation Count: 4
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ABSTRACT

Interactive applications often strive for realism, but framerate constraints usually limit realistic effects to those that run efficiently in graphics hardware. One effect largely ignored in interactive applications is refraction. We build upon a simple, image-space approach to refraction [Wyman 2005] that easily runs on modern graphics cards. This image-space approach requires two passes on a GPU, and allows refraction of distant environments through two interfaces. Our work explores extensions allowing the refraction of nearby opaque objects, at the cost of one additional pass to render nearby geometry to texture and a more complex fragment shader for computing refracted color. Like all image-based algorithms, aliasing can occur in certain circumstances, especially when a few texels are magnified to cover a sizable portion of screen space. However, our plausible refractions should suffice for many applications.


REFERENCES

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