Real-time Rendering of Deformable Translucent Objects
dc.contributor.author | Benmounah, Nadir | en_US |
dc.contributor.author | Jolivet, Vincent | en_US |
dc.contributor.author | Ghazanfarpour, Djamchid | en_US |
dc.contributor.editor | Wen Tang and John Collomosse | en_US |
dc.date.accessioned | 2014-01-31T20:06:48Z | |
dc.date.available | 2014-01-31T20:06:48Z | |
dc.date.issued | 2009 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |
dc.identifier.isbn | 978-3-905673-71-5 | en_US |
dc.identifier.uri | https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/189-198 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Rendering techniques | en_US |
dc.title | Real-time Rendering of Deformable Translucent Objects | en_US |