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    Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map

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    Date
    2016
    Author
    Mochida, Keisuke
    Okamoto, Midori
    Kubo, Hiroyuki
    Morishima, Shigeo
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    Abstract
    Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.
    BibTeX
    @inproceedings {egp.20161037,
    booktitle = {EG 2016 - Posters},
    editor = {Luis Gonzaga Magalhaes and Rafal Mantiuk},
    title = {{Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map}},
    author = {Mochida, Keisuke and Okamoto, Midori and Kubo, Hiroyuki and Morishima, Shigeo},
    year = {2016},
    publisher = {The Eurographics Association},
    ISSN = {1017-4656},
    DOI = {10.2312/egp.20161037}
    }
    URI
    http://dx.doi.org/10.2312/egp.20161037
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    Eurographics Association copyright © 2013 - 2020 
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    Theme by @mire NV
    System hosted at  Graz University of Technology.
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