Real-time rough refraction via LEAN mapping and Gaussian sum reduction
Zeng Dai, Chris Wyman
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 216--216.
Abstract: Rough refraction commonly occurs when light scatters on rough transparent surfaces. It presents a computational challenge, as every pixel's color depends on incoming light from numerous directions. De Rousiers et al. [2011] compute rough refraction interactively using a convolution of Gaussian normal and transmittance distribution functions (NDFs and BTDFs), but their work is limited to a constant roughness surfaces. We introduce two methods that allow for varying roughness by representing surface normals using LEAN mapping and Gaussian sum reduction (GSR).
@inproceedings{Dai:2012:RRR,
author = {Zeng Dai and Chris Wyman},
title = {Real-time rough refraction via LEAN mapping and Gaussian sum reduction},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {216--216},
month = mar,
year = {2012},
}
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