Featured in:
9th International Conference on Computer Graphics Theory and Applications, Lisbon, Portugal
Authors:
André Miguel, Ana Catarina Nogueira and Nuno Gonçalves
This paper presents a vertex-based solution for rendering real-time accurate reflections in quadric mirrors in dynamic scenes using CUDA and OpenGL. Our method, based on forward projection, exploits the global information of the vertices and textures as they are computed from its original positions, to their reflections points in the mirror, and finally, to the eye. This solution does not suffer from parallax or visibility issues, neither does it needs to deal with ray intersection. As viewers navigate through the scene, the reflection points are instantly recalculated, depending on the position of the camera. Thus, given a 3D scene, this method gathers all vertex, light, and texture information and computes them at every instance, finding the reflection points and rendering the reflections on the mirror surface. We also demonstrate the accuracy and performance of our method by rendering two sample scenes.
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Institute of Systems and Robotics Department of Electrical and Computers Engineering University of Coimbra