Ray tracing implicit surfaces on the GPU
نویسنده
چکیده
In this paper we examine the methods of rendering implicit surfaces with a per-pixel approach. Ray tracing the implicit model directly has several benefits as opposed to processing tessellated meshes, but also invokes new kinds of problems. The main challenge is efficiently finding the first ray-surface intersection point where the surface is not given in an explicit form. Our implementation uses the sphere tracing algorithm to attack this problem and runs on the GPU to achieve high frame rates. We also discuss secondary issues like shading and texturing implicit models.
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