Computer Graphics and Visualization Lab
Department of Computer Science at Purdue University

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projects:reflections 2010/10/12 13:12 projects:reflections 2010/10/12 13:16 current
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| This project is concerned with developing techniques which producing high-quality rendering effects such as reflections, refractions, ambient occlusion, and relief texture mapping at interactive rates. This is done one of two ways. The first, develop cameras based upon a object in the scene and render the scene using those cameras. Alternatively, we replace geometry with images generated by non-pinhole cameras. Rays can then be intersected with the image-based approximations of the geometry for fast-accurate rendering effect calculations.  | | This project is concerned with developing techniques which producing high-quality rendering effects such as reflections, refractions, ambient occlusion, and relief texture mapping at interactive rates. This is done one of two ways. The first, develop cameras based upon a object in the scene and render the scene using those cameras. Alternatively, we replace geometry with images generated by non-pinhole cameras. Rays can then be intersected with the image-based approximations of the geometry for fast-accurate rendering effect calculations.  |
-^ **[[projects:npi|Non-pinhole Approximations for Interactive Rendering]]**  ^^^+^ **Non-pinhole Approximations for Interactive Rendering**  ^^^
| It is a common approach to replace scene geometry with image based approximations for fast rendering effects.  These approximations are usually generated using orthographic or perspective projections.  We replace these traditional approximations with non-pinhole approximations in order to improve rendering quailty.  By providing fast ray impostor intersection, we produce higher-quality results with similar performance to the traditional approach.  ||| | It is a common approach to replace scene geometry with image based approximations for fast rendering effects.  These approximations are usually generated using orthographic or perspective projections.  We replace these traditional approximations with non-pinhole approximations in order to improve rendering quailty.  By providing fast ray impostor intersection, we produce higher-quality results with similar performance to the traditional approach.  |||
|  {{:wiki:projects:npi:npi-dragon.jpg?350|}} | {{:wiki:projects:npi:npi-dragon-gc.jpg?150|}} \\ {{:wiki:projects:npi:npi-rtm_spoc.jpg?150|}} | {{:wiki:projects:npi:npi-rtm.jpg?350|}}  | |  {{:wiki:projects:npi:npi-dragon.jpg?350|}} | {{:wiki:projects:npi:npi-dragon-gc.jpg?150|}} \\ {{:wiki:projects:npi:npi-rtm_spoc.jpg?150|}} | {{:wiki:projects:npi:npi-rtm.jpg?350|}}  |
-| [[projects:npi|More Details]]  |||+
 

projects/reflections.txt · Last modified: 2010/10/12 13:16 by rosenpa
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