Information

  • Publication Type: Bachelor Thesis
  • Workgroup(s)/Project(s):
  • Date: 2013
  • Date (Start): 15. March 2012
  • Date (End): 6. April 2013
  • Matrikelnummer: 0925269
  • First Supervisor: Reinhold PreinerORCID iD
  • Keywords: Curved Reflections, Ray-Space Hierarchy, Adaptive Tessellation

Abstract

The rendering of reflections on mirror-like objects is an important operation performed in image synthesis. Being able to calculate the reflections on reflective surfaces in a rendered scene helps visualize many materials which have such properties and aids the viewer in recognizing objects and the perception of distance relations between them. Considering the increasing use of computer systems in day-to-day life, there is much interest in implementing methods that are able to render these reflections at interactive framerates for use in interactive systems, such as computer games and virtual reality. In this paper one given state-of-the-art method and two possible extensions are examined. The method is designed for rendering accurate reflections of geometry on the surface of a curved reflector, utilizing the capabilities of the rendering pipelines implemented on contemporary graphics hardware, in real-time. It is based around finding the reflection point for each vertex of a geometry object, and then letting the graphics hardware rasterize the reflected geometry using the found points. Two important problems with this approach are that the search for the reflection point can take a long time, and that the linear interpolation used in the rasterizing step leads to artifacts on the reflector’s curved surface. The first examined modification is aimed at reducing the time needed for the search of a reflection point by using a hierachial data structure, and an accordingly different searching technique, while still storing the data as efficiently as before. The second modification attempts to reduce the linear interpolation error in the final image by tessellating the reflected geometry. This is done adaptively based on a metric for the error reduced. Finally, some results are presented and discussed and some ideas for possible future work in this field is given.

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BibTeX

@bachelorsthesis{szabo_2013_ssrr,
  title =      "Rasterized Curved Reflections in Screen Space",
  author =     "Attila Szabo",
  year =       "2013",
  abstract =   "The rendering of reflections on mirror-like objects is an
               important operation performed in image synthesis. Being able
               to calculate the reflections on reflective surfaces in a
               rendered scene helps visualize many materials which have
               such properties and aids the viewer in recognizing objects
               and the perception of distance relations between them.
               Considering the increasing use of computer systems in
               day-to-day life, there is much interest in implementing
               methods that are able to render these reflections at
               interactive framerates for use in interactive systems, such
               as computer games and virtual reality. In this paper one
               given state-of-the-art method and two possible extensions
               are examined. The method is designed for rendering accurate
               reflections of geometry on the surface of a curved
               reflector, utilizing the capabilities of the rendering
               pipelines implemented on contemporary graphics hardware, in
               real-time. It is based around finding the reflection point
               for each vertex of a geometry object, and then letting the
               graphics hardware rasterize the reflected geometry using the
               found points. Two important problems with this approach are
               that the search for the reflection point can take a long
               time, and that the linear interpolation used in the
               rasterizing step leads to artifacts on the reflector’s
               curved surface. The first examined modification is aimed at
               reducing the time needed for the search of a reflection
               point by using a hierachial data structure, and an
               accordingly different searching technique, while still
               storing the data as efficiently as before. The second
               modification attempts to reduce the linear interpolation
               error in the final image by tessellating the reflected
               geometry. This is done adaptively based on a metric for the
               error reduced. Finally, some results are presented and
               discussed and some ideas for possible future work in this
               field is given.",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "Curved Reflections, Ray-Space Hierarchy, Adaptive
               Tessellation",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/szabo_2013_ssrr/",
}