Real-time Rendering of Deformable Translucent Objects

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Date
2009
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
This paper introduces an efficient real-time shading model to simulate light transport in translucent materials. In this work no pre-processing step is needed, allowing us to deform translucent objects at interactive rates. The proposed technique avoids the pre-processing of texture atlas and texture coordinates that may entail distortions and self-occlusion errors. We create a cube map texture atlas on the GPU by a specific projection providing accurate access to neighborhood information is accurate. The texture atlas is generated on-the-fly each time the mesh geometry is modified, allowing us to deform the object geometry in real time keeping valid the subsurface light transport computation.
Description

        
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG09/189-198
, booktitle = {
Theory and Practice of Computer Graphics
}, editor = {
Wen Tang and John Collomosse
}, title = {{
Real-time Rendering of Deformable Translucent Objects
}}, author = {
Benmounah, Nadir
 and
Jolivet, Vincent
 and
Ghazanfarpour, Djamchid
}, year = {
2009
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905673-71-5
}, DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG09/189-198
} }
Citation