interactive image-space refraction of nearby geometry
Interactive applications often strive for realism, but framerate constraints usually limit realistic effects to those that run efficiently in graphics hardware. One effect largely ignored in interactive applications is refraction. We build upon a simple, image-space approach to refraction [Wyman 2005] that easily runs on modern graphics cards. This image-space approach requires two passes on a GPU, and allows refraction of distant environments through two interfaces. Our work explores extensions allowing the refraction of nearby opaque objects, at the cost of one additional pass to render nearby geometry to texture and a more complex fragment shader for computing refracted color. Like all image-based algorithms, aliasing can occur in certain circumstances, especially when a few texels are magnified to cover a sizable portion of screen space. However, our plausible refractions should suffice for many applications.
refraction hardware interactive rendering