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dc.contributor.authorWang, Yajunen_US
dc.contributor.authorWang, Jiapingen_US
dc.contributor.authorHolzschuch, Nicolasen_US
dc.contributor.authorSubr, Karticen_US
dc.contributor.authorYong, Jun-Haien_US
dc.contributor.authorGuo, Bainingen_US
dc.date.accessioned2015-02-23T16:40:57Z
dc.date.available2015-02-23T16:40:57Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01619.xen_US
dc.description.abstractWe 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.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01619.xen_US
dc.identifier.pages497-506en_US


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