Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
In this paper, we present a real-time algorithm for rendering translucent objects of arbitrary shape. We approximate
the light scattering process inside the object with 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. Our algorithm works as follows: in a pre-processing step, we
discretize the object into a regular 4-connected structure (QuadGraph). Thanks 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: the incoming
light and the object material and geometry. We handle deformable objects, as long as the deformation does not
change the topological structure of the objects.
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BibTex references
@Article\{WWHSYG10, author = "Wang, Yajun and Wang, Jiaping and Holzschuch, Nicolas and Subr, Kartic and Yong, Jun-Hai and Guo, Baining", title = "Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes", journal = "Computer Graphics Forum (Proceedings of Eurographics 2010)", year = "2010", url = "http://artis.inrialpes.fr/Publications/2010/WWHSYG10" }