Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map
dc.contributor.author | Mochida, Keisuke | en_US |
dc.contributor.author | Okamoto, Midori | en_US |
dc.contributor.author | Kubo, Hiroyuki | en_US |
dc.contributor.author | Morishima, Shigeo | en_US |
dc.contributor.editor | Luis Gonzaga Magalhaes and Rafal Mantiuk | en_US |
dc.date.accessioned | 2016-04-26T07:50:46Z | |
dc.date.available | 2016-04-26T07:50:46Z | |
dc.date.issued | 2016 | en_US |
dc.description.abstract | Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time. | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.description.seriesinformation | EG 2016 - Posters | en_US |
dc.identifier.doi | 10.2312/egp.20161037 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.pages | 1-2 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egp.20161037 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map | en_US |