Ray-tracing procedural displacement shaders

Wolfgang Heidrich*, Hans Peter Seidel

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

26 Scopus citations

Abstract

A method of ray-tracing procedural displacement shaders directly, without introducing intermediate geometry, is presented. Affine arithmetic is used to compute bounding boxes for the shader over any range of in the parameter domain. The method is comparable to the direct ray-tracing of Bezier surfaces and implicit surfaces using Bezier clipping and interval methods, respectively.

Original languageEnglish (US)
Pages (from-to)8-16
Number of pages9
JournalProceedings - Graphics Interface
StatePublished - 1998
Externally publishedYes

ASJC Scopus subject areas

  • Hardware and Architecture
  • Software

Fingerprint

Dive into the research topics of 'Ray-tracing procedural displacement shaders'. Together they form a unique fingerprint.

Cite this