Real-time Rendering of Translucent Materials

Mircea-Costin Rohat

AbstractThe goal of the thesis is to implement and describe the implementation of one solution for capturing the correct appearence of light's complex behavior in translucent materials. The thesis focuses on real-time performance: a quality that physically based solutions do not offer.
Related literature study has helped to shape a solution that combines previous works. Still, the solution detaches itself from the previous ones due to different interpretations and the aim was to develop a more robust algorithm.
The implementation for the chosen solution takes full advantage of the modern graphics processing unit's programmable pipeline and uses programming procedures known as point splatting, texture space sampling, environment map filtering and deferred rendering. The underlying theory comes from radiometry, diffusion approximation and numerical integration.
To reach real-time performance, a trade-off has been made and light-geometry interaction has been limited to account only for single-bounce and multiple scattering events inside the medium. The renderings obtained are visually pleasing, they capture the appearence of the materials they depict and they match (to a degree set by the above mentioned trade-off) their corresponding off-line renderings.
TypeMaster's thesis [Academic thesis]
Year2012
PublisherTechnical University of Denmark, DTU Informatics, E-mail: reception@imm.dtu.dk
AddressAsmussens Alle, Building 305, DK-2800 Kgs. Lyngby, Denmark
SeriesIMM-M.Sc.-2012-60
NoteSupervised by Associate Professor Jeppe Revall Frisvad, jrf@imm.dtu.dk, DTU Informatics
Electronic version(s)[pdf]
Publication linkhttp://www.imm.dtu.dk/English.aspx
BibTeX data [bibtex]
IMM Group(s)Image Analysis & Computer Graphics