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)|
|Number of pages||9|
|Journal||Proceedings - Graphics Interface|
|State||Published - 1998|
ASJC Scopus subject areas
- Hardware and Architecture