Interactive Rendering of Translucent Objects?

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Date
2003
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Journal ISSN
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Publisher
Blackwell Publishers, Inc and the Eurographics Association
Abstract
This paper presents a rendering method for translucent objects, in which viewpoint 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.ACM CSS:I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism Color Radiosity
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@article{
10.1111:1467-8659.00660
, journal = {Computer Graphics Forum}, title = {{
Interactive Rendering of Translucent Objects?
}}, author = {
Lensch, Hendrik P.A.
 and
Goesele, Michael
 and
Bekaert, Philippe
 and
Kautz, Jan
 and
Magnor, Marcus A. and Lang, Jochen and Seidel, Hans-Peter
}, year = {
2003
}, publisher = {
Blackwell Publishers, Inc and the Eurographics Association
}, ISSN = {
1467-8659
}, DOI = {
10.1111/1467-8659.00660
} }
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