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Journal Article

Interactive Rendering of Translucent Objects

MPS-Authors
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Lensch,  Hendrik
Computer Graphics, MPI for Informatics, Max Planck Society;

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Goesele,  Michael
Computer Graphics, MPI for Informatics, Max Planck Society;

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Bekaert,  Philippe
Computer Graphics, MPI for Informatics, Max Planck Society;

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Kautz,  Jan
Computer Graphics, MPI for Informatics, Max Planck Society;

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Magnor,  Marcus
Graphics - Optics - Vision, MPI for Informatics, Max Planck Society;

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Lang,  Jochen
Computer Graphics, MPI for Informatics, Max Planck Society;

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Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Lensch, H., Goesele, M., Bekaert, P., Kautz, J., Magnor, M., Lang, J., et al. (2003). Interactive Rendering of Translucent Objects. Computer Graphics Forum, 22, 195-205.


Cite as: https://hdl.handle.net/11858/00-001M-0000-000F-2D4A-4
Abstract
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 illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models.