Real-Time Reflection and Refraction on a Per-Vertex Basis

Masanori Kakimoto, T. Tatsukawa, G. Chun, T. Nishita
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引用次数: 1

Abstract

This paper proposes a novel method for real-time rendering of polygon mesh surfaces with reflection or refraction. The basic process is similar to dynamic environment mapping or cube mapping. Our proposed method is superior to those in that the accurate ray direction is reflected in the resulted image at every vertex on the mesh. Existing real-time techniques suffer from the differences between the viewpoint for the environment map and each reflection point. The proposed method minimizes this by finding an optimal viewpoint for the reflective or refractive mesh. With a sufficient number of vertices and map image resolutions, the users can render reflected images as accurate as ray tracing for all practical purposes, except for reflected objects around ray converging points of reflection on concave surfaces or refraction through convex lenses. The method can be applied to areas which require accuracy such as industrial design. Experiments with a CAD model of a car rear-view mirror and spectacle lenses exhibited results of sufficient quality for design verification.
基于每个顶点的实时反射和折射
提出了一种具有反射或折射的多边形网格曲面实时绘制的新方法。基本过程类似于动态环境映射或多维数据集映射。该方法的优点是在网格上的每个顶点上都能准确地反映出射线方向。现有的实时技术存在环境图视点和每个反射点之间的差异。所提出的方法通过为反射或折射网格找到最佳视点来最大限度地减少这种情况。在顶点数量和地图图像分辨率足够的情况下,除了凹面反射光线汇聚点周围的反射物体或通过凸透镜折射外,用户可以将反射图像渲染得与光线追踪一样精确,用于所有实际用途。该方法可应用于工业设计等精度要求较高的领域。用汽车后视镜和眼镜镜片的CAD模型进行了实验,结果表明设计验证具有足够的质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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