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ABSTRACT
Surface reflections of an environment can be rendered in real time if hardware calculates an unnormalized reflection vector at each pixel. Conventional perspective-correct texture hardware can then be leveraged to draw high-quality reflections of an environment or specular highlights in real time. This fully accommodates area light sources, allows a local viewer to move interactively, and is especially well suited to the inspection of surface orientation and curvature. By emphasizing the richness of the incoming illumination rather than physical surface properties, it represents a new direction for real-time shading hardware.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 25
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Rui Bastos , Kenneth Hoff , William Wynn , Anselmo Lastra, Increased photorealism for interactive architectural walkthroughs, Proceedings of the 1999 symposium on Interactive 3D graphics, p.183-190, April 26-29, 1999, Atlanta, Georgia, United States
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M. Meißner , U. Kanus , G. Wetekam , J. Hirche , A. Ehlert , W. Straßer , M. Doggett , P. Forthmann , R. Proksa, VIZARD II: a reconfigurable interactive volume rendering system, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, September 01-02, 2002, Saarbrucken, Germany
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Michael Meißner , Jian Huang , Dirk Bartz , Klaus Mueller , Roger Crawfis, A practical evaluation of popular volume rendering algorithms, Proceedings of the 2000 IEEE symposium on Volume visualization, p.81-90, October 09-10, 2000, Salt Lake City, Utah, United States
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