Interactive Translucent Volume Rendering and Procedural Modeling
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Presentation Transcript
Paper-4 Interactive Translucent Volume Rendering and Procedural Modeling Joe Kniss Simon Premoze Charles HansenDavid Ebert Univ of Utah
Introduction • Interactive shading model which captures volumetric light attenuation effects to produce volumetric shadows and the qualitative appearance of translucency. • A technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for real and synthetic volumetric data. • Appearance of many common objects dominated by sub surface scattering effects • Need not be accurate but interactive
Volume shading model • Multiple scattering and indirect illumination effects are important and no restrictions on external illumination and optical properties • Color bleeding and diffusion of light across boundaries are also consequences of multiple scattering • Full global illumination , backward scattering and volumetric light sources not part of this model
Model • Translucency implies blurring of light thro the medium • Multiple scattering modeled as random walk->light is diffused within volume • Surface shading parameter set automatically using gradient magnitude at the sample
Implementation • Tf , light direction and volume data not static. • Diffuse reflectance material , absorption/emission , shadows , indirect attenuation term • Transport color- the color indirect light becomes after getting attenuated by the material
Rendering • Uses half angle slicing • modification of the slicing axis allows us to render each slice from the point of view of both the observer and the light. • Total of 3 image buffers • Two buffers are maintained for the attenuation of light in the light direction (current and next), • One buffer for the accumulation of light for the observer, which is typically the frame buffer • Ping-pong blending current next.