Title
Real-Time Single Scattering Inside Inhomogeneous Materials
Keywords
GPU computing; Rendering; Subsurface scattering
Abstract
In this paper we propose a novel technique to perform real-time rendering of translucent inhomogeneous materials, one of the most well-known problems of computer graphics. The developed technique is based on an adaptive volumetric point sampling, done in a preprocessing stage, which associates to each sample the optical depth for a predefined set of directions. This information is then used by a rendering algorithm that combines the object's surface rasterization with a ray tracing algorithm, implemented on the graphics processor, to compose the final image. This approach allows us to simulate light scattering phenomena for inhomogeneous isotropic materials in real time with an arbitrary number of light sources. We tested our algorithm by comparing the produced images with the result of ray tracing and showed that the technique is effective. © Springer-Verlag 2010.
Publication Date
1-1-2010
Publication Title
Visual Computer
Volume
26
Issue
6-8
Number of Pages
583-593
Document Type
Article
Personal Identifier
scopus
DOI Link
https://doi.org/10.1007/s00371-010-0449-7
Copyright Status
Unknown
Socpus ID
79960268545 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/79960268545
STARS Citation
Bernabei, D.; Ganovelli, F.; Pietroni, N.; Cignoni, P.; and Pattanaik, S., "Real-Time Single Scattering Inside Inhomogeneous Materials" (2010). Scopus Export 2010-2014. 1518.
https://stars.library.ucf.edu/scopus2010/1518