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Conference papers

Real-Time Rough Refraction

Charles de Rousiers 1, 2 Adrien Bousseau 2, 3 Kartic Subr 1 Nicolas Holzschuch 1 Ravi Ramamoorthi 2
1 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
3 REVES - Rendering and virtual environments with sound
CRISAM - Inria Sophia Antipolis - Méditerranée
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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Submitted on : Thursday, April 7, 2011 - 6:19:17 PM
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Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi. Real-Time Rough Refraction. ACM Siggraph Symposium on Interactive 3D Graphics and Games (I3D), Feb 2011, San Francisco, United States. pp.111-118, ⟨10.1145/1944745.1944764⟩. ⟨inria-00545955v5⟩



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