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Real-time rough refraction via LEAN mapping and Gaussian sum reduction

Published: 09 March 2012 Publication History

Abstract

Rough refraction commonly occurs when light scatters on rough transparent surfaces. It presents a computational challenge, as every pixel's color depends on incoming light from numerous directions. De Rousiers et al. [2011] compute rough refraction interactively using a convolution of Gaussian normal and transmittance distribution functions (NDFs and BTDFs), but their work is limited to a constant roughness surfaces. We introduce two methods that allow for varying roughness by representing surface normals using LEAN mapping and Gaussian sum reduction (GSR).

References

[1]
De Rousiers, C., Bousseau, A., Subr, K., Holzschuch, N., and Ramamoorthi, R. 2011. Real-time rough refraction. In Symposium on Interactive 3D Graphics and Games, 111--118.
[2]
Lee, S., Kim, G., and Choi, S. 2008. Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation. IEEE Transactions on Visualization and Computer Graphics, 453--464.
[3]
Mavridis, P., and Papaioannou, G. 2011. High quality elliptical texture filtering on gpu. In Symposium on Interactive 3D Graphics and Games, 23--30.
[4]
Olano, M., and Baker, D. 2010. Lean mapping. In Symposium on Interactive 3D Graphics and Games, 181--188.
[5]
Runnalls, A. 2007. Kullback-leibler approach to gaussian mixture reduction. IEEE Transactions on Aerospace and Electronic Systems 43, 3, 989--999.
[6]
Wyman, C. 2005a. An approximate image-space approach for interactive refraction. In ACM Transactions on Graphics (SIGGRAPH 2005), vol. 24, 1050--1053.

Cited By

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  • (2016)Real-time rendering of refracting transmissive objects with multi-scale rough surfacesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1141-832:12(1579-1592)Online publication date: 1-Dec-2016
  • (2013)Real-Time Rendering of Rough Refraction under Dynamically Varying Environmental LightingProceedings of the 2013 10th International Conference Computer Graphics, Imaging and Visualization (cgiv 2013)10.1109/CGIV.2013.14(27-32)Online publication date: 6-Aug-2013
  • (2013)Real-Time Multi-scale Refraction under All-Frequency Environmental LightingProceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics10.1109/CADGraphics.2013.25(131-139)Online publication date: 16-Nov-2013

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cover image ACM Conferences
I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
March 2012
220 pages
ISBN:9781450311946
DOI:10.1145/2159616

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 March 2012

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I3D '12
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I3D '12: Symposium on Interactive 3D Graphics and Games
March 9 - 11, 2012
California, Costa Mesa

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2016)Real-time rendering of refracting transmissive objects with multi-scale rough surfacesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1141-832:12(1579-1592)Online publication date: 1-Dec-2016
  • (2013)Real-Time Rendering of Rough Refraction under Dynamically Varying Environmental LightingProceedings of the 2013 10th International Conference Computer Graphics, Imaging and Visualization (cgiv 2013)10.1109/CGIV.2013.14(27-32)Online publication date: 6-Aug-2013
  • (2013)Real-Time Multi-scale Refraction under All-Frequency Environmental LightingProceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics10.1109/CADGraphics.2013.25(131-139)Online publication date: 16-Nov-2013

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