Abstract
We present a novel algorithm to efficiently render accurate
reflections on programmable graphics hardware. Our algorithm
overcomes problems that commonly occur in environment mapping such
as the lack of motion parallax and inaccuracies when objects are
close to the reflectors. In place of a 2D environment map, which
only represents points infinitely far away from the reflector, we
use six 4D light field slabs to represent the surrounding scene.
Each reflected ray is rendered by indexing into these precaptured
environment light fields. We are able to render accurate reflections with motion parallax at interactive frame rates
independent of the reflector geometry and the scene complexity.
Furthermore, we can move the reflectors within a constrained
region of space and guarantee that the environment light field
provides the necessary rays. We benefit from the programmability
of existing graphics hardware to efficiently compute the reflected
rays and transform them into the appropriate light field index. We
also take advantage of the large texture memories and memory
bandwidth available in today's graphics card to store and query
hardware-compressed light fields.
To
appear Interactive 3D Graphics and Games, 2005. The paper can be downloaded here.
See
also a video illustrating
how our framework works.
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