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要旨:
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.