Real-time Rendering of Deformable Translucent Objects
Date
2009Author
Benmounah, Nadir
Jolivet, Vincent
Ghazanfarpour, Djamchid
Metadata
Show full item recordAbstract
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.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG09:189-198,
booktitle = {Theory and Practice of Computer Graphics},
editor = {Wen Tang and John Collomosse},
title = {{Real-time Rendering of Deformable Translucent Objects}},
author = {Benmounah, Nadir and Jolivet, Vincent and Ghazanfarpour, Djamchid},
year = {2009},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-71-5},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG09/189-198}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {Wen Tang and John Collomosse},
title = {{Real-time Rendering of Deformable Translucent Objects}},
author = {Benmounah, Nadir and Jolivet, Vincent and Ghazanfarpour, Djamchid},
year = {2009},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-71-5},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG09/189-198}
}