Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
dc.contributor.author | Wang, Yajun | en_US |
dc.contributor.author | Wang, Jiaping | en_US |
dc.contributor.author | Holzschuch, Nicolas | en_US |
dc.contributor.author | Subr, Kartic | en_US |
dc.contributor.author | Yong, Jun-Hai | en_US |
dc.contributor.author | Guo, Baining | en_US |
dc.date.accessioned | 2015-02-23T16:40:57Z | |
dc.date.available | 2015-02-23T16:40:57Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2009.01619.x | en_US |
dc.description.abstract | We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (QuadGraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the QuadGraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: Incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2009.01619.x | en_US |
dc.identifier.pages | 497-506 | en_US |
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