Title :
A real-time refraction renderer for volume objects using a polygon-rendering scheme
Author_Institution :
1st Syst. LSI Div., NEC Electron. Corp., Kanagawa, Japan
Abstract :
We propose the per vertex ray tracing (pVRT) method for real-time refraction rendering and discuss its algorithm, hardware implementation, and results. Our algorithm is based on single-pass rendering with a pre-processing phase to calculate the destinations of rays passing through transparent volume objects. In the pre-processing process, the direction and position of a ray´s destination, which is the point at which a ray, after passing through a transparent object, intersects with an image frame, are calculated for each object independently, and objects made from refractive materials are rendered by using the computed addresses in the image buffer where the non-transparent objects are rendered. This method will be implemented entirely in hardware, and a performance evaluation based on software simulation showed an average calculation speed of 458907 polygon/sec. (241530 vertex/sec) in the pre-processing process.
Keywords :
computational geometry; computer graphic equipment; performance evaluation; ray tracing; real-time systems; realistic images; refraction; rendering (computer graphics); solid modelling; average calculation speed; graphics hardware implementation; image buffer address; image frame intersection; nontransparent object rendering; pVRT method; per vertex ray tracing method; performance evaluation; polygon rendering; pre-processing phase rendering; ray destination; real-time refraction rendering; single-pass rendering; software simulation; transparent volume object; Computer architecture; Computer graphics; Geometry; Hardware; Lighting; National electric code; Ray tracing; Reflection; Rendering (computer graphics); Sea surface;
Conference_Titel :
Computer Graphics International, 2003. Proceedings
Print_ISBN :
0-7695-1946-6
DOI :
10.1109/CGI.2003.1214465