Real-Time Rendering of Rough Refraction

被引:9
|
作者
de Rousiers, Charles [1 ,2 ]
Bousseau, Adrien [3 ]
Subr, Kartic [4 ]
Holzschuch, Nicolas [2 ,5 ]
Ramamoorthi, Ravi [1 ]
机构
[1] Univ Calif Berkeley, Div Comp Sci, Dept EECS, Berkeley, CA 94720 USA
[2] INRIA Rhone Alpes, F-38334 Saint Ismier, France
[3] INRIA Sophia Antipolis, FR-06902 Sophia Antipolis, France
[4] UCL, Dept Comp Sci, London WC1E 6BT, England
[5] Lab Jean Kuntzmann, Grenoble, France
基金
美国国家科学基金会;
关键词
Real-time rendering; translucent material; bidirectional transmittance distribution function; normal distribution function; TRANSPARENT;
D O I
10.1109/TVCG.2011.282
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using preconvolution; second, a combination of cone tracing and macrogeometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects.
引用
收藏
页码:1591 / 1602
页数:12
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