Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes
Résumé
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.
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TetraDiff.pdf (13.22 Mo)
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teaser.png (554.48 Ko)
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LODComparison.png (758.99 Ko)
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RenderingTime.png (49.29 Ko)
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baseline.png (451.62 Ko)
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deform.png (241.62 Ko)
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editing.png (346.9 Ko)
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qg_overview.png (594.17 Ko)
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tetradiff_eg_1.avi (32.67 Mo)
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