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}
}