Volume xx (200y), Number z, pp. 1–11 Abstract Interactive Rendering of Translucent Objects.pdf

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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