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dc.contributor.authorOzawa, Tadahiroen_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.20161038en_US
dc.description.abstractSubsurface 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.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 Materials with Dynamic Programmingen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161038en_US
dc.identifier.pages3-4en_US


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