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    Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map
    (The Eurographics Association, 2016) Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal Mantiuk
    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.
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    Garment Transfer for Quadruped Characters
    (The Eurographics Association, 2016) Narita, Fumiya; Saito, Shunsuke; Kato, Takuya; Fukusato, Tsukasa; Morishima, Shigeo; T. Bashford-Rogers and L. P. Santos
    Modeling clothing to characters is one of the most time-consuming tasks for artists in 3DCG animation production. Transferring existing clothing models is a simple and powerful solution to reduce labor. In this paper, we propose a method to generate a clothing model for various characters from a single template model. Our framework consists of three steps: scale measurement, clothing transformation, and texture preservation. By introducing a novel measurement of the scale deviation between two characters with different shapes and poses, our framework achieves pose-independent transfer of clothing even for quadrupeds (e.g., from human to horse). In addition to a plausible clothing transformation method based on the scale measurement, our method minimizes texture distortion resulting from large deformation. We demonstrate that our system is robust for a wide range of body shapes and poses, which is challenging for current state-of-the-art methods.
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    Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming
    (The Eurographics Association, 2016) Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal Mantiuk
    Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation.