| inria-00443634, version 1 |
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| Computer Graphics Forum 29, 2 (2010) |
| We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (quadgraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the quadgraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects. |
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| a – | |
| 1 : | ARTIS (INRIA Rhône-Alpes / LJK Laboratoire Jean Kuntzmann) |
| CNRS : FR71 – INRIA – Laboratoire Jean Kuntzmann – CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble - INPG | |
| 2 : | Tsinghua University |
| Tsinghua University | |
| 3 : | Microsoft Research Asia |
| Microsoft Research Asia | |
| 4 : | School of software |
| Tsinghua University |
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| Domaine | : | Informatique/Synthèse d'image et réalité virtuelle |
| inria-00443634, version 1 | |
| http://hal.inria.fr/inria-00443634/fr/ | |
| oai:hal.inria.fr:inria-00443634_v1 | |
| Contributeur : Nicolas Holzschuch | |
| Soumis le : Jeudi 31 Décembre 2009, 17:29:31 | |
| Dernière modification le : Mercredi 6 Janvier 2010, 12:18:01 | |