Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
Microsoft Research Asia
Computer Graphics Forum, Volume 29, Issue 2, pages 497-506, May 2010
@conference{wang2010real,
title={Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes},
author={Wang, Y. and Wang, J. and Holzschuch, N. and Subr, K. and Yong, J.H. and Guo, B.},
booktitle={Computer Graphics Forum},
volume={29},
number={2},
pages={497–506},
issn={1467-8659},
year={2010},
organization={Wiley Online Library}
}
We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (QuadGraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the QuadGraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: Incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects.
January 2, 2011 by hgpu