Refraction Ray Cones for Texture Level of Detail

Jakub Bokskansky ; Cyril Crassin ; Tomas Akenine-Möller

Ray Tracing Gems II (inbook)

Abstract

Texture filtering is an important implementation detail of every rendering system. Its purpose is to achieve high-quality rendering of textured surfaces, while avoiding artifacts, such as aliasing, Moire patterns, and unnecessary overblur. In this chapter, we extend the ray cone method for texture level of detail so that it also can handle refraction. Our method is suitable for current game engines and further bridges the gap between offline rendering and real-time ray tracing.

BCA21
Texture filtering is an important implementation detail of every rendering system. Its purpose is to achieve high-quality rendering of textured surfaces, while avoiding artifacts, such as aliasing, Moire patterns, and unnecessary overblur. In this chapter, we extend the ray cone method for texture level of detail so that it also can handle refraction. Our method is suitable for current game engines and further bridges the gap between offline rendering and real-time ray tracing.

BibTex references

@inbook{BCA21,
author = {Jakub Bokskansky and Cyril Crassin and Tomas Akenine-Möller},
title = {Refraction Ray Cones for Texture Level of Detail},
url = {https://link.springer.com/chapter/10.1007/978-1-4842-7185-8_10, Springer webpage},
year = {2021},
date = {2021-08-04},
booktitle = {Ray Tracing Gems II},
chapter = {10},
}
  

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