Authors: Bin Chan Wenping Wang
Publish Date: 2005/09/01
Volume: 21, Issue: 8-10, Pages: 579-590
Abstract
We present a new method based on GPU acceleration for realtime transparency and translucency rendering Our method computes refraction at both the front and back sides of a transparent object as well as internal reflection thus delivering interactive realistic transparency effects on a commodity PC The realtime performance is made possible by a new acceleration data structure called geocube that enables the use of GPU for fast raysurface intersection testing In addition within the same framework we introduce the novel use of the mipmap for a hierarchical representation of a sequence of key prefiltered environment maps to simulate translucency By taking ray depth into account and using GPU to interpolate the key filtered maps to produce the desired blurring effects we achieve realtime realistic translucency rendering of slightly scattering media that allows showthrough of background details
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