Abstract: Displacement maps and procedural displacement
shaders are a widely used approach of specifying geometric
detail and increasing the visual complexity of
a scene.
While it is relatively straightforward to handle
displacement shaders in pipeline based rendering
systems such as the Reyes-architecture, it is much
harder to efficiently integrate displacement-mapped
surfaces in ray-tracers. Many commercial ray-tracers
tessellate the surface into a multitude of small triangles.
This introduces a series ... (Update)
.... 93 [2] as a tool for validated numerics [20] Since then, AA has been applied to the robust solution of several graphics problems [4,6,7,11,12], where it has successfully replaced interval arithmetic [16] In AA, a quantity x is represented as an affine form, x = x 0 x...
.... one of these tools, and its use in interval methods has resulted in faster algorithms for several problems in computer graphics [6, 5, 16, 15, 4]. A natural next step is to use affine arithmetic instead of interval arithmetic in the global processing algorithms we have...
W. Heidrich and H.-P. Seidel. Ray-tracing procedural displacement shaders. In Proceedings of Graphics Interface '98, 1998. http://citeseer.nj.nec.com/article/heidrich98raytracing.html More
@inproceedings{ heidrich98raytracing,
author = "Wolfgang Heidrich and Hans-Peter Seidel",
title = "Ray-Tracing Procedural Displacement Shaders",
booktitle = "Graphics Interface",
pages = "8--16",
year = "1998",
url = "citeseer.nj.nec.com/article/heidrich98raytracing.html" }