6 CONCLUSIONS AND FUTURE
WORK
Our approach is simple and nearly perfectly accurate
for real reflections. It organizes and simplifies the
data to be projected and its computation, in a way
which makes excellent use of GPU parallelism. The
reflection on the mirror surface is flickering-free and
highly tessellated, the pre-computation phase is also
fast and almost only depending on texture fetching.
The experiments show that our method provides
very similar results to ray tracing and GLSL ap-
proaches, with real-time performance and real reflec-
tion accuracy. Furthermore, the algorithm speeds up
rendering, taking advantage of GPU parallelism, al-
lowing users to tune the accuracy of the reflections.
As an outcome, our approach is favorably fast and
produces fine results.
In terms of limitations, our algorithm requires a
reasonable amount of preprocessing before rendering
a scene on the reflector. Also, we do not deal with
occlusions as it is usually done, using any kind of
buffer. When computing the reflection, the farther
objects to the reflector are computed and drawn first.
We strongly believe that these limitations can be over-
come in the near future. Despite the results were not
as fast as cube-mapped techniques, the accuracy in
our method is always proper with objects at any range.
Future directions include to further optimize the
computation of the forward projection model solu-
tion. In the field of graphics we intend to test these
methods and compare them in the rendering of im-
ages with specular objects represented by arbitrary
surfaces that could be approximated by quadrics. We
also intend to implement our method entirely on the
pixel shader to test performance gains.
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