Author/Authors :
Hendrik P.A.Lensch، نويسنده , , MichaelGoesele، نويسنده , , PhilippeBekaert، نويسنده , , JanKautz، نويسنده , , Marcus A.Magnor، نويسنده , , JochenLang ، نويسنده , , Hans-PeterSeidel، نويسنده ,
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.