dc.contributor.author | Ozawa, Tadahiro | en_US |
dc.contributor.author | Okamoto, Midori | en_US |
dc.contributor.author | Kubo, Hiroyuki | en_US |
dc.contributor.author | Morishima, Shigeo | en_US |
dc.contributor.editor | Luis Gonzaga Magalhaes and Rafal Mantiuk | en_US |
dc.date.accessioned | 2016-04-26T07:50:46Z | |
dc.date.available | 2016-04-26T07:50:46Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egp.20161038 | en_US |
dc.description.abstract | Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming | en_US |
dc.description.seriesinformation | EG 2016 - Posters | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.identifier.doi | 10.2312/egp.20161038 | en_US |
dc.identifier.pages | 3-4 | en_US |