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Method of displaying optical effects within water using accumulation buffer

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Published:24 July 1994Publication History

ABSTRACT

A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary.

The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.

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            cover image ACM Conferences
            SIGGRAPH '94: Proceedings of the 21st annual conference on Computer graphics and interactive techniques
            July 1994
            512 pages
            ISBN:0897916670
            DOI:10.1145/192161

            Copyright © 1994 ACM

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            Publication History

            • Published: 24 July 1994

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            SIGGRAPH '94 Paper Acceptance Rate57of242submissions,24%Overall Acceptance Rate1,822of8,601submissions,21%

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