Ray-tracing procedural displacement shaders

Wolfgang Heidrich*, Hans Peter Seidel

*Corresponding author for this work

Research output: Contribution to journalConference articlepeer-review

43 Scopus citations


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
EventGraphics Interface '98 - Vancouver, BC, Can
Duration: Jun 18 1998Jun 20 1998

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design


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

Cite this