Real-time multi-perspective rendering on graphics hardware

Xianyou Hou*, Li Yi Wei, Heung Yeung Shum, Baining Guo

*Corresponding author for this work

Research output: Chapter in Book/Conference Proceeding/ReportConference Paper published in a bookpeer-review

15 Citations (Scopus)

Abstract

Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror reflection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical on polygonal graphics hardware, which so far has utilized mostly single-perspective (pin-hole or orthographic) projections.In this paper, we present a methodology for real-time multi-perspective rendering on polygonal graphics hardware. Our approach approximates a general multi-perspective projection surface (such as a curved mirror and lens) via a piecewise-linear triangle mesh, upon which each triangle is a simple multi-perspective camera, parameterized by three rays at triangle vertices. We derive analytic formula showing that each triangle projection can be implemented as a pair of vertex and fragment programs on programmable graphics hardware. We demonstrate real-time performance of a variety of applications enabled by our technique, including reflection, refraction, caustics, and visualization.

Original languageEnglish
Title of host publicationACM SIGGRAPH 2006
Subtitle of host publicationSketches, SIGGRAPH '06
DOIs
Publication statusPublished - 2006
Externally publishedYes
EventACM SIGGRAPH 2006: Sketches, SIGGRAPH '06 - Boston, MA, United States
Duration: 30 Jul 20063 Aug 2006

Publication series

NameACM SIGGRAPH 2006: Sketches, SIGGRAPH '06

Conference

ConferenceACM SIGGRAPH 2006: Sketches, SIGGRAPH '06
Country/TerritoryUnited States
CityBoston, MA
Period30/07/063/08/06

Keywords

  • Caustics
  • GPU techniques
  • Graphics hardware
  • Multi-perspective rendering
  • Reflection
  • Refraction
  • Visualization

Fingerprint

Dive into the research topics of 'Real-time multi-perspective rendering on graphics hardware'. Together they form a unique fingerprint.

Cite this