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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes

Authors :
Jun-Hai Yong
Jiaping Wang
Nicolas Holzschuch
Yajun Wang
Kartic Subr
Baining Guo
Acquisition, representation and transformations for image synthesis (ARTIS)
Inria Grenoble - Rhône-Alpes
Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Laboratoire Jean Kuntzmann (LJK)
Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Centre National de la Recherche Scientifique (CNRS)-Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Centre National de la Recherche Scientifique (CNRS)
Tsinghua University [Beijing] (THU)
Microsoft Research Asia
School of Software (THSS)
National Science Foundation of China (60625202, 60911130368), Chinese 863 Program (2007AA040401), and INRIA internship grant
ANR-07-BLAN-0331,HFIBMR,High-Fidelity Image-Based Modeling and Rendering(2007)
Source :
Computer Graphics Forum, Computer Graphics Forum, Wiley, 2010, 29 (2), pp.497-506. ⟨10.1111/j.1467-8659.2009.01619.x⟩, Computer Graphics Forum, 2010, 29 (2), pp.497-506. ⟨10.1111/j.1467-8659.2009.01619.x⟩
Publication Year :
2010
Publisher :
HAL CCSD, 2010.

Abstract

EUROGRAPHICS 2010 (full paper) - Session Rendering I; International audience; We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (quadgraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the quadgraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects.

Details

Language :
English
ISSN :
01677055 and 14678659
Database :
OpenAIRE
Journal :
Computer Graphics Forum, Computer Graphics Forum, Wiley, 2010, 29 (2), pp.497-506. ⟨10.1111/j.1467-8659.2009.01619.x⟩, Computer Graphics Forum, 2010, 29 (2), pp.497-506. ⟨10.1111/j.1467-8659.2009.01619.x⟩
Accession number :
edsair.doi.dedup.....7606402674bf928b74eda8f97c65b7e3
Full Text :
https://doi.org/10.1111/j.1467-8659.2009.01619.x⟩