Article

Interactive Rendering of Translucent Objects†

MPI Informatik, Saarbrücken, Germany
Computer Graphics Forum (impact factor: 1.63). 05/2003; 22(2):195 - 205. DOI:10.1111/1467-8659.00660 pp.195 - 205

ABSTRACT This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different 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 factors 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 filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.ACM CSS:I.3.7 Computer Graphics—Three-Dimensional Graphics and Realism Color Radiosity

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Keywords

close-by surface points
 
different ways
 
filtered
 
final image
 
global response
 
impulse response
 
paper presents
 
per-texel filter kernel
 
Realism Color Radiosity
 
rendering method
 
texture map
 
translucent objects
 
triangle mesh
 
vertex-to-vertex throughput factors