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dc.contributor.authorBenmounah, Nadiren_US
dc.contributor.authorJolivet, Vincenten_US
dc.contributor.authorGhazanfarpour, Djamchiden_US
dc.contributor.editorWen Tang and John Collomosseen_US
dc.date.accessioned2014-01-31T20:06:48Z
dc.date.available2014-01-31T20:06:48Z
dc.date.issued2009en_US
dc.identifier.isbn978-3-905673-71-5en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/189-198en_US
dc.description.abstractThis 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Rendering techniquesen_US
dc.titleReal-time Rendering of Deformable Translucent Objectsen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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