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Interactive ray shading of FRep objects\ud \ud \ud

By Oleg Fryazinov and Alexander Pasko

Abstract

In this paper we present a method for interactive rendering general procedurally defined functionally represented (FRep) objects using the acceleration with graphics hardware, namely Graphics Processing Units (GPU). We obtain interactive rates by using GPU acceleration for all computations in rendering algorithm, such as ray-surface intersection, function evaluation and normal computations. We compute primary rays as well as secondary rays for shadows, reflection and refraction for obtaining high quality of the output visualization and further extension to ray-tracing of FRep objects. The algorithm is well-suited for modern GPUs and provides acceptable interactive rates with good quality of the results. A wide range of objects can be rendered including traditional skeletal implicit surfaces, constructive solids, and purely procedural objects such as 3D fractals

Topics: csi
Publisher: University of West Bohemia
Year: 2008
OAI identifier: oai:eprints.bournemouth.ac.uk:7017

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