Efficient light scattering through thin semi-transparent objects

J. Frisvad, Niels Jørgen Christensen, P. Falster
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引用次数: 4

Abstract

This paper concerns real-time rendering of thin semi-transparent objects. An object in this category could be a piece of cloth, eg. a curtain. Semi-transparent objects are visualized most correctly using volume rendering techniques. In general such techniques are, however, intractable for real-time applications. Surface rendering is more efficient, but also inadequate since semi-transparent objects should have a different appearance depending on whether they are front-lit or back-lit. The back-lit side of a curtain, for example, often seems quite transparent while the front-lit side seems brighter and almost opaque. To capture such visual effects in the standard rendering pipeline, Blinn [1982] proposed an efficient local illumination model based on radiative transfer theory. He assumed media of low density, hence, his equations can render media such as clouds, smoke, and dusty surfaces. Our observation is that Chandrasekhar [1960] has derived the same equations from a different set of assumptions. This alternative derivation makes the theory useful for realistic real-time rendering of dense, but thin, semi-transparent objects such as cloth. We demonstrate that application of the theory in this new area gives far better results than what is obtainable with a traditional real-time rendering scheme using a constant factor for alpha blending.
有效的光散射通过薄的半透明物体
本文研究的是薄型半透明物体的实时渲染。这类物品可以是一块布。一个窗帘。使用体绘制技术,半透明物体的可视化效果最为正确。然而,一般来说,这种技术对于实时应用程序来说是难以处理的。表面渲染更有效,但也不够,因为半透明物体应该有不同的外观取决于它们是前光还是背光。例如,窗帘的背光面通常看起来很透明,而前光面看起来更亮,几乎不透明。为了在标准渲染管道中捕捉这种视觉效果,Blinn[1982]提出了一种基于辐射传输理论的高效局部照明模型。他假设介质是低密度的,因此,他的方程可以表示诸如云、烟和灰尘表面之类的介质。我们的观察是,钱德拉塞卡[1960]从一组不同的假设中推导出了相同的方程。这种可选的推导使得该理论对真实的实时渲染致密但薄的半透明物体(如布)很有用。我们证明了该理论在这个新领域的应用比使用恒定因子进行alpha混合的传统实时渲染方案所获得的结果要好得多。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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