Real-Time Rendering of Rough Refraction

Charles de Rousiers*, Adrien Bousseau, Nicolas Holzschuch, Ravi Ramamoorthi, Katric Subr

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

15 Citations (Scopus)

Abstract

We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using preconvolution; second, a combination of cone tracing and macrogeometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects.

Original languageEnglish
Pages (from-to)1591-1602
Number of pages12
JournalIEEE Transactions on Visualization and Computer Graphics
Volume18
Issue number10
DOIs
Publication statusPublished - Oct 2012

Keywords

  • Real-time rendering
  • translucent material
  • bidirectional transmittance distribution function
  • normal distribution function
  • TRANSPARENT

Fingerprint

Dive into the research topics of 'Real-Time Rendering of Rough Refraction'. Together they form a unique fingerprint.

Cite this