where \beta \in [0, 1] is fraction of speed of light.
Strategies:
polygon rendering: Hsiung et al 1990, Gekelman 1991
4D ray tracing: Hsiung & Dunn 1989, Hsiung & Thibadeau 1990
image-based: fast observer, static environment - Weiskopf 2000, Savage 2007
local GPU ray tracing: Gumhold 2003, Reina&Erti 2005, Gascuel et al 2008
we would like to have interactive, multiple objects, different direction of motion
Keep in mind:
apparent bending and rotating of object
doppler shift
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