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GPU-based rendering for deformable translucent objects

机译:基于GPU的可变形半透明对象渲染

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In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces. We decompose the process into two stages, called the gathering and scattering corresponding to the computations for incident and exident irradiance respectively. We derive a simplified illumination model for the gathering of the incident irradiance, which is amenable for deformable models using two auxiliary textures. In the scattering stage, we adopt two modes for efficient accomplishment of the view-dependent scattering. Our approach is implemented by fully exploiting the capabilities of graphics processing units (GPUs). It achieves visually plausible results and realtime frame rates for deformable models on commodity desktop PCs.
机译:在本文中,我们通过将对象的几何形状和光照信息展平到纹理中以计算纹理空间中的多次散射,介绍了一种近似图像空间方法,用于实时渲染可变形半透明模型。我们将该过程分解为两个阶段,分别称为收集和散射,分别对应于入射和入射辐照度的计算。我们导出了一个简化的照明模型来收集入射辐照度,适用于使用两个辅助纹理的可变形模型。在散射阶段,我们采用两种模式来有效完成与视图有关的散射。我们的方法是通过充分利用图形处理单元(GPU)的功能来实现的。对于商用台式PC上的可变形模型,它可以实现视觉上合理的结果和实时帧速率。

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