This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumin...
International audienceOur presentation concerns the simulation of light propagation, with applicatio...
This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance d...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...
This paper presents a rendering method for translucent objects, in which view point and illumination...
This paper presents a rendering method for translucent objects, in which view point and illuminat...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
International audienceIllumination effects in translucent materials are a combination of several phy...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
This paper presents an interactive renderer that computes direct illumination in dynamic scenes with...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Accurate representations of objects and light sources in a scene model are a crucial prerequisite fo...
Rendering refractive caustics from transparent objects on opaque objects is computationally intensiv...
International audienceOur presentation concerns the simulation of light propagation, with applicatio...
This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance d...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...
This paper presents a rendering method for translucent objects, in which view point and illumination...
This paper presents a rendering method for translucent objects, in which view point and illuminat...
Translucent materials exist all around us. They can be commonly found in materials such as marble, j...
Subsurface scattering is a subtle and often overlooked phenomena responsible for the translucent eff...
International audienceIllumination effects in translucent materials are a combination of several phy...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
This paper presents an interactive renderer that computes direct illumination in dynamic scenes with...
Subsurface scattering within translucent objects is a complex phenomenon. Designing and rendering th...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Accurate representations of objects and light sources in a scene model are a crucial prerequisite fo...
Rendering refractive caustics from transparent objects on opaque objects is computationally intensiv...
International audienceOur presentation concerns the simulation of light propagation, with applicatio...
This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance d...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...