Mochida, KeisukeOkamoto, MidoriKubo, HiroyukiMorishima, ShigeoLuis Gonzaga Magalhaes and Rafal Mantiuk2016-04-262016-04-2620161017-4656https://doi.org/10.2312/egp.20161037Rendering 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.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismColorshadingshadowingand textureReal-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map10.2312/egp.201610371-2