10th Pacific Conference on Computer Graphics and Applications (PG'02) Interactive Rendering of Translucent Objects Tsinghua University, Beijing October 09-October 11 ISBN: 0-7695-1784-6
This paper presents a rendering method for translucent objects, in which view point and illumination can be modified at interactive rates. In a preprocessing step the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.
Citation:
Hendrik P.A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang, Hans-Peter Seidel, "Interactive Rendering of Translucent Objects," pg, pp.214, 10th Pacific Conference on Computer Graphics and Applications (PG'02), 2002 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||