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Real-time translucent rendering using GPU-based texture space importance sampling
| Content Provider | CiteSeerX |
|---|---|
| Author | Chang, Chih-Wen Lin, Wen-Chieh Ho, Tan-Chi Huang, Tsung-Shian Chuang, Jung-Hong |
| Abstract | We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scat-tering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conver-sion leads to a feasible GPU implementation and makes real-time frame rate possible. Our implementation shows that plausible images can be rendered in real time for complex translucent models with dynamic light and material properties. For objects with more apparent local effect, our approach generally requires more samples that may downgrade the frame rate. To deal with this case, we decompose the integration into two parts, one for local effect and the other for global effect, which are evaluated by the combination of available methods [DS03, MKB∗03a] and our texture space importance sampling, respectively. Such a hybrid scheme is able to steadily render the translucent effect in real time with a fixed amount of samples. |
| File Format | |
| Journal | EUROGRAPHICS |
| Language | English |
| Access Restriction | Open |
| Subject Keyword | Real-time Translucent Gpu-based Texture Space Importance Real Time Translucent Effect Real-time Rendering Hybrid Scheme Local Effect Plausible Image Translucent Surface Frame Rate Apparent Local Effect Material Property Real-time Frame Rate Complex Translucent Model Feasible Gpu Implementation Fixed Amount Texture Space Importance Sampling Available Method Dynamic Light Subsurface Scat-tering Global Effect Texture Space Novel Approach Model Surface |
| Content Type | Text |
| Resource Type | Article |