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dc.contributor.authorLensch, Hendrik P.A.en_US
dc.contributor.authorGoesele, Michaelen_US
dc.contributor.authorBekaert, Philippeen_US
dc.contributor.authorKautz, Janen_US
dc.contributor.authorMagnor, Marcus A. and Lang, Jochen and Seidel, Hans-Peteren_US
dc.date.accessioned2015-02-16T07:31:56Z
dc.date.available2015-02-16T07:31:56Z
dc.date.issued2003en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00660en_US
dc.description.abstractThis 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 Radiosityen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleInteractive Rendering of Translucent Objects?en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume22en_US
dc.description.number2en_US
dc.identifier.doi10.1111/1467-8659.00660en_US
dc.identifier.pages195-205en_US


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