Show simple item record

dc.contributor.authorMochida, Keisukeen_US
dc.contributor.authorOkamoto, Midorien_US
dc.contributor.authorKubo, Hiroyukien_US
dc.contributor.authorMorishima, Shigeoen_US
dc.contributor.editorLuis Gonzaga Magalhaes and Rafal Mantiuken_US
dc.date.accessioned2016-04-26T07:50:46Z
dc.date.available2016-04-26T07:50:46Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20161037en_US
dc.description.abstractRendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleReal-time Rendering of Heterogeneous Translucent Objects using Voxel Number Mapen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161037en_US
dc.identifier.pages1-2en_US


Files in this item

Thumbnail
Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record