Rapid and authentic rendering of translucent materials using depth-maps from multi-viewpoint

Takahiro Kosaka, Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima · 2012

We present a real-time rendering method of translucent materials with complex shape by estimating object's thickness between light source and view point precisely. Wang et al. [2010] has already proposed a real-time rendering method treating arbitrary shapes, but it requires such huge computational costs and graphics memories that it is very difficult to implement in a practical rendering pipe-line. Inside a translucent object, the energy of incident light attenuates highly depends on the object's optical thickness. Translucent Shadow Maps (TSM) [2003] is able to compute object's thickness using depth map at light position. However, TSM is not able to calculate thickness accurately in concave objects.

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