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RTSG: ray tracing for X3D via a flexible rendering framework
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3D technologies for the World Wide Web archive
Proceedings of the 14th International Conference on 3D Web Technology table of contents
Darmstadt, Germany
SESSION: Rendering and media integration table of contents
Pages 43-50  
Year of Publication: 2009
ISBN:978-1-60558-432-4
Authors
Dmitri Rubinstein  Saarland University
Iliyan Georgiev  Saarland University
Benjamin Schug  Saarland University
Philipp Slusallek  Saarland University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most existing scene graph implementations are tightly integrated with rasterization APIs, which have difficulties simulating advanced global lighting effects.

Conversely, complex photo-realistic effects are naturally supported by ray tracing based rendering algorithms [Glassner 1989]. Due to recent research advances and the constantly increasing computing power of commodity PCs, ray tracing is emerging as an interesting alternative for interactive applications.

In this paper we present RTSG (Real-Time Scene Graph), a flexible scene management and rendering system. RTSG is X3D-compliant and has been designed to efficiently support both ray tracing and rasterization using a backend-independent rendering infrastructure. We describe two ray tracing and one rasterization backends and demonstrate that they achieve real-time rendering performance.


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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Collaborative Colleagues:
Dmitri Rubinstein: colleagues
Iliyan Georgiev: colleagues
Benjamin Schug: colleagues
Philipp Slusallek: colleagues