Date of this Version
A coordinated use of hardware-provided bitplanes and rendering pipelines can create ray-trace quality illumination effects in real time. We provide recursive reflections through the use of secondary viewpoints, and present a method for using a homogeneous 2D projective image mapping to extend this method for refractive surfaces. We extend the traditional use of shadow volumes to provide reflected and refracted shadows as well as reflected and refracted lighting. A shadow blending technique is demonstrated, and the shadow and lighting effects are incorporated into our recursive viewpoint paradigm. Finally, we incorporate material properties including a translucency model to provide a general framework for creating physically approximate renderings. These techniques are immediately applicable to areas such as 3D modelling, animation and interactive environments to produce more realistic images in real time.
This is the author’s version of a work that was accepted for publication in Displays. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms, may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Displays, Volume 15, Issue 3, July 1994, doi:10.1016/0141-9382(94)90006-X
real time, rendering pipeline, animation
Diefenbach, P., & Badler, N. I. (1994). Pipeline Rendering: Interactive Refractions, Reflections and Shadows. Displays, 15 (3), 173-180. http://dx.doi.org/10.1016/0141-9382(94)90006-X
Date Posted: 19 February 2016
This document has been peer reviewed.