Real-time rendering of deformable heterogeneous translucent objects using multiresolution splatting
Guojun Chen, Pieter Peers, Jiawan Zhang, Xin Tong
In The Visual Computer, 28(6--8), June 2012.
Abstract: In this paper, we present a novel real-time rendering algorithm for heterogenous translucent objects with deformable geometry. The proposed method starts by rendering the surface geometry in two separate geometry buffers - the irradiance buffer and the splatting buffer - with corresponding mipmaps from the lighting and viewing directions, respectively. Irradiance samples are selected from the irradiance buffer according to geometric and material properties using a novel and fast selection algorithm. Next, we gather the irradiance per visible surface point by splatting the irradiance samples to the splatting buffer. To compute the appearance of long-distance low-frequency subsurface scattering, as well as short-range detailed scattering, a fast novel multiresolution GPU algorithm is developed that computes everything on the fly and which does not require any precomputations. We illustrate the effectiveness of our method on several deformable geometries with measured heterogeneous translucent materials.
Article URL: http://dx.doi.org/10.1007/s00371-012-0704-1
BibTeX format:
@article{Chen:2012:RRO,
  author = {Guojun Chen and Pieter Peers and Jiawan Zhang and Xin Tong},
  title = {Real-time rendering of deformable heterogeneous translucent objects using multiresolution splatting},
  journal = {The Visual Computer},
  volume = {28},
  number = {6--8},
  pages = {701--711},
  month = jun,
  year = {2012},
}
Search for more articles by Guojun Chen.
Search for more articles by Pieter Peers.
Search for more articles by Jiawan Zhang.
Search for more articles by Xin Tong.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."