ACM Home Page
Please provide us with feedback. Feedback
Digital Library logoTake a look at the new version of this page: [ beta version ]. Tell us what you think.
Efficient light scattering through thin semi-transparent objects
Full text PdfPdf (343 KB)
Source Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia table of contents
Dunedin, New Zealand
SESSION: Reconstruction and rendering table of contents
Pages: 135 - 138  
Year of Publication: 2005
ISBN:1-59593-201-1
Authors
Jeppe Revall Frisvad  Technical University of Denmark
Niels Jørgen Christensen  Technical University of Denmark
Peter Falster  Technical University of Denmark
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 39,   Citation Count: 1
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1101389.1101415
What is a DOI?

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Adabala, N. 2004. Rendering of skin and clothes. In Handbook of Virtual Humans, N. Magnenat-Thalmann and D. Thalmann, Eds. John Wiley & Sons, ch. 15, 353--372.
3
 
4
Chandrasekhar, S. 1960. Radiative Transfer. Dover Publications, Inc., New York. Unabridged and slightly revised edition of the work first published in 1950.
 
5
 
6
Daubert, K., and Seidel, H.-P. 2002. Hardware-based volumetric knit-wear. Computer Graphics Forum (Proc. of Eurographics 2002) 21, 3, 575--584.
 
7
8
 
9
 
10
11
 
12
Volevich, V. L., Kopylov, E. A., Khodulev, A. B., and Karpenko, O. A. 1997. An approach to cloth synthesis and visualization. In Proc. of GraphiCon '97, the Seventh Internation Conference on Computer Graphics and Visualization, S. Klimenko, Ed.


Collaborative Colleagues:
Jeppe Revall Frisvad: colleagues
Niels Jørgen Christensen: colleagues
Peter Falster: colleagues