{"id":153178,"date":"2006-07-01T00:00:00","date_gmt":"2006-07-01T00:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/real-time-multi-perspective-rendering-on-graphics-hardware\/"},"modified":"2018-10-16T20:10:12","modified_gmt":"2018-10-17T03:10:12","slug":"real-time-multi-perspective-rendering-on-graphics-hardware","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/real-time-multi-perspective-rendering-on-graphics-hardware\/","title":{"rendered":"Real-time Multi-perspective Rendering on Graphics Hardware"},"content":{"rendered":"
\n

Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror reflection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical on polygonal graphics hardware, which so far has utilized mostly single-perspective (pin-hole or orthographic) projections. In this paper, we present a methodology for real-time multi-perspective rendering on polygonal graphics hardware. Our approach approximates a general multi-perspective projection surface (such as a curved mirror and lens) via a piecewise-linear triangle mesh, upon which each triangle is a simple multi-perspective camera, parameterized by three rays at triangle vertices. We derive analytic formula showing that each triangle projection can be implemented as a pair of vertex and fragment programs on programmable graphics hardware. We demonstrate real-time performance of a variety of applications enabled by our technique, including reflection, refraction, caustics, and visualization.<\/p>\n<\/div>\n

<\/p>\n","protected":false},"excerpt":{"rendered":"

Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror reflection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical on polygonal graphics hardware, which so far has utilized mostly single-perspective (pin-hole or orthographic) projections. In this paper, we present a methodology for real-time multi-perspective rendering on polygonal […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13551],"msr-publication-type":[193716],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-153178","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-graphics-and-multimedia","msr-locale-en_us"],"msr_publishername":"Eurographics","msr_edition":"EGSR 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