TRANSLUCENT SHADOW MAPPING FOR PARTICLE BASED RENDERING(International Workshop on Advanced Image Technology 2006)
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概要
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Translucency is important for realistic graphics since many substances in nature are translucent. This paper presents a new method for real-time rendering of translucent shadows for particle-based rendering. Most of the recent shadow algorithms are inappropriate for point primitives. Our work goes beyond previous work in developing transparency based mapping for a particle type data set. We use our new algorithm, named the SPHERICAL MAPPING ALGORITHM. The proposed algorithm works even in the difficult situation where the light sources are inside the translucent object. The algorithm takes as input a particle set and creates mapping tables in each direction in the spherical system. The algorithm uses the particle to light source mapping approach. Each translucent shadow map (TSM) contains depth, opacity and visibility sorting information for given light sources. For a given camera position, the final lighting and shadow are generated by composing appropriate subsets of the mapping tables. This method allows us to render complex translucent objects with varying light and material properties in real time. We also describe implementation details in a recent, programmable GPU (Graphics Processing Unit).
- 社団法人電子情報通信学会の論文
- 2006-01-02
著者
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Chiba Norishige
Faculty Of Engineering Iwate University
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Fujimoto Tadahiro
Faculty Of Engineering Iwate University
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GUNJEE Zorig
Faculty of Engineering, Iwate University
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Gunjee Zorig
Faculty Of Engineering Iwate University
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Chiba Norishige
Faculty of Engineering, Iwate University
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- TRANSLUCENT SHADOW MAPPING FOR PARTICLE BASED RENDERING(International Workshop on Advanced Image Technology 2006)