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inria-00443634, version 1
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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
Yajun Wang a123, Jiaping Wang 3, Nicolas Holzschuch (, http://artis.imag.fr/Membres/Nicolas.Holzschuch/) a1, Kartic Subr (, http://artis.inrialpes.fr/~Kartic.Subr/) a1, Jun-Hai Yong 4, Baining Guo 23
(2010)
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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 –  INRIA
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
Informatique/Synthèse d'image et réalité virtuelle