inria-00545955, version 5
Real-Time Rough Refraction
Charles De Rousiers
a, 1, 2Adrien Bousseau
b, 2, 3Kartic Subr
a, 1Nicolas Holzschuch
a, 1Ravi Ramamoorthi c, 2
ACM Siggraph Symposium on Interactive 3D Graphics and Games (I3D) (2011)
Abstract: We present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing.
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- a – INRIA
- b – MENRT
- c – UC Berkeley
- 1: ARTIS (INRIA Grenoble 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: Electrical Engineering and Computer Science [Berkeley] (EECS)
- University of California, Berkeley
- 3: REVES (INRIA Sophia Antipolis)
- INRIA
- Domain : Computer Science/Computer Graphics and Virtual Reality
- Available versions : v1 (2010-12-13) v2 (2010-12-14) v3 (2010-12-15) v4 (2011-04-07) v5 (2011-04-08)
- inria-00545955, version 5
- http://hal.inria.fr/inria-00545955
- oai:hal.inria.fr:inria-00545955
- From: Nicolas Holzschuch
- Submitted on: Thursday, 7 April 2011 18:19:17
- Updated on: Monday, 12 September 2011 15:30:04





















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