TY - JOUR
T1 - Real-time translucent rendering using GPU-based texture space importance sampling
AU - Chang, Chih Wen
AU - Lin, Wen-Chieh
AU - Ho, Tan Chi
AU - Huang, Tsung Shian
AU - Chuang, Jung-Hong
PY - 2008/1/1
Y1 - 2008/1/1
N2 - We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a feasible GPU implementation and makes real-time frame rate possible. Our implementation shows that plausible images can be rendered in real time for complex translucent models with dynamic light and material properties. For objects with more apparent local effect, our approach generally requires more samples that may downgrade the frame rate. To deal with this case, we decompose the integration into two parts, one for local effect and the other for global effect, which are evaluated by the combination of available methods [DS03, MKB*03a] and our texture space importance sampling, respectively. Such a hybrid scheme is able to steadily render the translucent effect in real time with a fixed amount of samples.
AB - We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a feasible GPU implementation and makes real-time frame rate possible. Our implementation shows that plausible images can be rendered in real time for complex translucent models with dynamic light and material properties. For objects with more apparent local effect, our approach generally requires more samples that may downgrade the frame rate. To deal with this case, we decompose the integration into two parts, one for local effect and the other for global effect, which are evaluated by the combination of available methods [DS03, MKB*03a] and our texture space importance sampling, respectively. Such a hybrid scheme is able to steadily render the translucent effect in real time with a fixed amount of samples.
KW - BSSRDF
KW - Texture space importance sampling
KW - Translucent rendering
UR - http://www.scopus.com/inward/record.url?scp=42949145369&partnerID=8YFLogxK
U2 - 10.1111/j.1467-8659.2008.01149.x
DO - 10.1111/j.1467-8659.2008.01149.x
M3 - Conference article
AN - SCOPUS:42949145369
SN - 0167-7055
VL - 27
SP - 517
EP - 526
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 2
T2 - 29th Annual Conference on European Association for Computer Graphics, EUROGRAPHICS 2008
Y2 - 14 April 2008 through 18 April 2008
ER -