JOURNAL ARTICLE

Real‐Time Translucent Rendering Using GPU‐based Texture Space Importance Sampling

Abstract

Abstract 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.

Keywords:
Rendering (computer graphics) Computer science Frame rate Computation Computer graphics (images) Texture filtering Sampling (signal processing) Computer vision Global illumination Texture mapping Texture memory Artificial intelligence Algorithm Image texture Computer graphics Software rendering Image (mathematics) Image processing 3D computer graphics

Metrics

17
Cited By
2.36
FWCI (Field Weighted Citation Impact)
19
Refs
0.91
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
3D Shape Modeling and Analysis
Physical Sciences →  Engineering →  Computational Mechanics
Advanced Vision and Imaging
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition

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