All-frequency interactive relighting of translucent objects with single and multiple scattering

Rui Wang, John Tran, D. Luebke
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引用次数: 88

Abstract

We present a technique, based on precomputed light transport, for interactive rendering of translucent objects under all-frequency environment maps. We consider the complete BSSRDF model proposed by Jensen et al. [2001]. which includes both single and diffuse multiple scattering components. The challenge is how to efficiently precompute all-frequency light transport functions due to subsurface scattering. We apply the two-pass hierarchical technique by Jensen et al. [2002] in the space of non-linearly approximated transport vectors, which allows us to efficiently evaluate transport vectors due to diffuse multiple scattering. We then include an approximated single scattering term in the precomputation, which previous interactive systems have ignored. For an isotropic phase function, this approximation produces a diffuse transport vector per vertex, and is combined with the multiple scattering component. For a general phase function, we introduce a technique from BRDF rendering to factor the phase function using a separable decomposition to allow for view-dependent rendering. We show that our rendering results qualitatively match the appearance of translucent objects, achieving a high level of realism at interactive rates.
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具有单次和多次散射的半透明物体的全频率交互重照明
我们提出了一种基于预先计算光传输的技术,用于全频率环境地图下半透明物体的交互式渲染。我们考虑Jensen等人[2001]提出的完整的BSSRDF模型。它包括单散射和漫射多重散射分量。挑战在于如何有效地预先计算由于次表面散射引起的全频率光输运函数。我们在非线性近似的传输矢量空间中应用了Jensen等人[2002]的两步分层技术,这使我们能够有效地评估由于漫射多次散射引起的传输矢量。然后,我们在预计算中加入了一个近似的单散射项,这是以前的交互系统所忽略的。对于各向同性相函数,这种近似产生每个顶点的扩散传输矢量,并与多重散射分量相结合。对于一般的相位函数,我们引入了一种BRDF渲染技术,使用可分离分解来考虑相位函数,以允许视图相关的渲染。我们表明,我们的渲染结果定性地匹配半透明物体的外观,在交互速率下实现高水平的真实感。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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