Volume xx (200y), Number z, pp. 1–11 Abstract Interactive Rendering of Translucent Objects.pdf
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Volume xx (200y), Number z, pp. 1–11 Abstract Interactive Rendering of Translucent Objects
Volume xx (200y), Number z, pp. 1–11
Interactive Rendering of Translucent Objects
Hendrik P.A. Lensch Michael Goesele Philippe Bekaert Jan Kautz
Marcus A. Magnor Jochen Lang Hans-Peter Seidel
Max-Planck-Institut für Informatik
Saarbrücken, Germany
Abstract
This paper pr esents a rendering method for translucent objects, in which view point and illumination can be
modified at interactive rates. In a pr eprocessing step, the impulse response to incoming light impinging at each
surface point is computed and stored in two differ ent ways: The local effect on close-by surface points is modeled
as a per -texel filter kernel that is applied to a texture map representing the incident illumination. The global
response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factor s for the triangle
mesh of the object. During rendering, the illumination map for the object is computed according to the current
lighting situation and then filter ed by the pr ecomputed kernels. The illumination map is also used to derive the
incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factor s to the other
vertices. Thefinal image is obtained by combining the local and global response. We demonstrate theperformance
of our methodfor several models.
Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation
Display Algorithms I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color Color, Shading,
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