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 language | English (US) |
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Pages (from-to) | 8-16 |
Number of pages | 9 |
Journal | Proceedings - Graphics Interface |
State | Published - 1998 |
Externally published | Yes |
Event | Graphics Interface '98 - Vancouver, BC, Can Duration: Jun 18 1998 → Jun 20 1998 |
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design