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Figure 1: Four inter-reflecting teapots, with 12 second order reflections. 720x512 pixels (all images), 40 fps. Figure 2: Reflection attenuation with distance and Fresnel effects, 66 fps. Figure 3: Intersecting diffuse and reflective bunnies; reflection rendered with depth map impostor, 16 fps. Abstract We present a technique for rendering reflections on(More)
We introduce the occlusion camera: a non-pinhole camera with 3D distorted rays. Some of the rays sample surfaces that are occluded in the reference view, while the rest sample visible surfaces. The extra samples alleviate disocclusion errors. The silhouette curves are pushed back, so nearly visible samples become visible. A single occlusion camera covers(More)
In this paper, we propose a real-time method for rendering soft shadows and inter-reflections of dynamic objects under complex illumination. In previous methods, many efforts were taken to acquire occlusion and reflection informations for dynamic scene on the fly, and the result image cannot be generated in real time. In our approach, these informations for(More)
Camera models are essential infrastructure in computer vision, computer graphics, and visualization. The most frequently used camera models are based on the single- viewpoint constraint. Removing this constraint brings the advantage of improved flexibility in camera design. However, prior camera models that eliminate the single- viewpoint constraint are(More)
This paper presents sample-based cameras for rendering high quality reflections on convex reflectors at interactive rates. The method supports change of view, moving objects and reflectors, higher order reflections, view-dependent lighting of reflected objects, and reflector surface properties. In order to render reflections with the feed forward graphics(More)
We propose a two phase hybrid reflection rendering method based on approximating the reflected rays with a set of simple cameras modeled as continuous 3-ray cameras. In the first, "backward", phase, the view volume of each simple camera is intersected with a hierarchical subdivision of the scene to find the geometry it encompasses. In the second, "forward",(More)
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