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Rendering hyper-sprites in real time

  • Gavin Miller
  • Marc Mondesir
Conference paper
Part of the Eurographics book series (EUROGRAPH)

Abstract

This paper describes efficient algorithms for rendering sprites with the appearance of ray-traced objects. These sprites refract what is behind them and reflect the user as seen by a video camera. Applications include interactive multimedia as well as previewing glossy and metallic ink effects.

Keywords

Background Image Shadow Image Magnify Glass Foreground Image Metallic Sphere 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. 1.
    Deering, Michael, “High Resolution Virtual Reality”, Computer Graphics, 26,2, July 1992, pp195–201.CrossRefGoogle Scholar
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    Miller, Gavin S. P., “Volumetric Hyper Reality: A Computer Graphics Holy Grail for the 21st Century”, Proceedings of Graphics Interface’ 95.Google Scholar
  3. 3.
    Séquin, Carlo H., and Eliot K. Smyrl, “Parameterized Ray Tracing”, Computer Graphics, Vol. 23, No. 3, July 1989, pp307–314.CrossRefGoogle Scholar
  4. 4.
    Torborg, Jay, James T. Kajiya, “Talisman: Commodity Realtime 3D Graphics for the PC”, Computer Graphics Proceedings, Annual Conference Series, 1996. pp. 353–364.Google Scholar
  5. 5.
    Whitted, Turner, “An Improved Illumination Model for Shaded Display”, CACM, vol. 23, no. 6, June 1980, pp343–349.Google Scholar

Copyright information

© Springer-Verlag Wien 1998

Authors and Affiliations

  • Gavin Miller
    • 1
  • Marc Mondesir
    • 2
  1. 1.Interval Research CorporationUSA
  2. 2.Stanford UniversityUSA

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