Abstract
Ray tracing of implicit surfaces based on radial basis functions can demand high computational cost in the presence of a large number of radial centers. Recently, it was presented the least squares hermite radial basis functions (LS-HRBF) Implicits, a method for implicit surface reconstruction from Hermitian data (points equipped with their normal vectors) which makes use of iterative center selection in order to reduce the number of centers. In the present work, we propose an antialiazed sphere tracing algorithm fully implemented in OpenGL Shader Language for ray tracing LS-HRBF Implicits, which exploits a regular partition of unity for strong parallelization. We show that interactive frame rates can be achieved for surfaces composed of thousands of centers even when rendering effects such as cube mapping, soft shadows and ambient occlusion are used.
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