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...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
AbstractTranslucent objects are very common in the real world, so the real-time rendering of the tra...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
the date of receipt and acceptance should be inserted later Abstract In this paper, we present a nov...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
This paper presents a rendering method for translucent objects, in which view point and illuminat...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
International audienceIllumination effects in translucent materials are a combination of several phy...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
Context Subsurface scattering - the effect of light scattering within a material. Lots of materials ...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
AbstractTranslucent objects are very common in the real world, so the real-time rendering of the tra...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
the date of receipt and acceptance should be inserted later Abstract In this paper, we present a nov...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
This paper presents a rendering method for translucent objects, in which view point and illuminat...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneo...
International audienceIllumination effects in translucent materials are a combination of several phy...
We propose an analysis of numerical integration based on sampling theory, whereby the integration er...
Context Subsurface scattering - the effect of light scattering within a material. Lots of materials ...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
AbstractTranslucent objects are very common in the real world, so the real-time rendering of the tra...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...