A Viewpoint-Dependent Approach to Ray Trace Free-Form Surfaces

dc.contributor.authorFormella, A.en_US
dc.contributor.authorMueller, K.en_US
dc.date.accessioned2015-02-19T07:36:28Z
dc.date.available2015-02-19T07:36:28Z
dc.date.issued2004en_US
dc.description.abstractFor convincing realistic scenes objects with free-form surfaces are essential. Especially for photorealistic rendering pure polygonal models are often not sufficient. We present a new kind of algorithm to render free-form surfaces in a rendering system based on ray tracing. We describe a triangular patch as usual by its three points and normal vectors, but base the intersection calculation as well on the viewpoint of the camera (or, in general, on the ray itself). Hence, the shape of the object depends to some extent on the sampling rays. However, the resulting differences of, for instance, the shape of the silhouette to the shape of the corresponding shadow is usually not perceived by the observer of the rendered image. Because we perform a direct computation without a tessellation process, the resulting surface, its shadows, and its reflections appear smooth independent of the distance to the camera. Furthermore, the memory consumption depends only linearly on the number of input triangles. Special features like creases, T-vertices, and darts are also well supported. The computed uv-coordinates provide a direct means for texture mapping whose visual appearance improves significantly compared to triangle meshes of the same resolution.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00748.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages143-155en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2004.00748.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleA Viewpoint-Dependent Approach to Ray Trace Free-Form Surfacesen_US
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