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Subsurface Texture Mapping
- Source :
- [Research Report] PI 1806, 2006, pp.28, IEEE Computer Graphics and Applications, IEEE Computer Graphics and Applications, 2008, IEEE, 28 (1), SIGGRAPH Sketches, [Research Report] 2006, IEEE Computer Graphics and Applications, Institute of Electrical and Electronics Engineers, 2008, IEEE, 28 (1)
- Publication Year :
- 2006
- Publisher :
- HAL CCSD, 2006.
-
Abstract
- Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering this kind of material requires a faithful description of their aspects as well as a realistic simulation of their interaction with light. This paper presents an efficient rendering technique of multilayered translucent objects. We present a new method for modeling and rendering such complex organic materials made up of multiple layers of variable thickness. Based on the relief texture mapping algorithm, our method calculates the single scattering contribution for this kind of material in real-time using commodity graphics hardware. Our approach needs the calculation of distances traversed by a light ray through a translucent object. This calculation is required for evaluating the attenuation of light within the material. We use a surface approximation algorithm to quickly evaluate these distances. Our whole algorithm is implemented using pixel shaders. \\ La diffusion de la lumière l'intérieur de matériaux participants est un phénomène complexe. Pour modéliser et rendre de tels matériaux, il est nécessaire d'avoir une description adaptée de ceux-ci ainsi qu'une simulation réaliste de leurs interactions avec la lumière. Ce papier présente une technique de rendu adaptée aux matériaux multicouches. Cette nouvelle méthode permet de modéliser des matériaux organiques complexes composés de couches multiples à épaisseur variable. Basée sur l'algorithme du relief mapping, notre méthode permet le calcul temps réel de la diffusion simple pour ce type de matériau, et ce en exploitant les performances des cartes graphiques. Notre méthode nécessite le calcul des distances parcourues par la lumière l'intérieur des diffrentes couches du matériau. Ce calcul est nécessaire pour l'évaluation de l'atténuation de la lumière l'intérieur du matériau. Nous proposons d'utiliser un algorithme d'approximation de surface pour raliser ce calcul rapidement. Notre algorithme est implementé à l'aide de pixel shader.
- Subjects :
- Texture compression
Surface Properties
Computer science
ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION
GPU
Variable thickness
02 engineering and technology
ACM: I.: Computing Methodologies/I.3: COMPUTER GRAPHICS
Rendering (computer graphics)
Subsurface scattering \\ Rendu temps réel
Imaging, Three-Dimensional
Image texture
Relief mapping
Texture filtering
Computer graphics (images)
Image Interpretation, Computer-Assisted
Reel
Computer Graphics
0202 electrical engineering, electronic engineering, information engineering
Computer Simulation
Computer vision
Graphics
Shader
ComputingMilieux_MISCELLANEOUS
ComputingMethodologies_COMPUTERGRAPHICS
Physics
Projective texture mapping
Pixel shaders
business.industry
Subsurface scattering
020207 software engineering
04 agricultural and veterinary sciences
Realtime graphics
Models, Theoretical
Computer Graphics and Computer-Aided Design
[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]
Diffusion sous-surfacique
040102 fisheries
0401 agriculture, forestry, and fisheries
020201 artificial intelligence & image processing
Shading
Artificial intelligence
business
Texture mapping
Software
3D computer graphics
Subjects
Details
- Language :
- English
- ISSN :
- 02721716
- Database :
- OpenAIRE
- Journal :
- [Research Report] PI 1806, 2006, pp.28, IEEE Computer Graphics and Applications, IEEE Computer Graphics and Applications, 2008, IEEE, 28 (1), SIGGRAPH Sketches, [Research Report] 2006, IEEE Computer Graphics and Applications, Institute of Electrical and Electronics Engineers, 2008, IEEE, 28 (1)
- Accession number :
- edsair.doi.dedup.....979d2e5484b1f794a38d0da3b32b2bec