2013
DOI: 10.1109/tvcg.2012.127
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TransCut: Interactive Rendering of Translucent Cutouts

Abstract: We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributio… Show more

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Cited by 14 publications
(7 citation statements)
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References 33 publications
(69 reference statements)
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“…Penner and Borshukov [PB11] pre‐integrate the illumination effects of subsurface scattering due to curvature and shadowing into textures, assuming that surface normals can be pre‐blurred, and that soft shadows are used. Recent real‐time techniques use the diffusion approximation to render optically thick materials [WZT*08], including using finite elements and finite differences to support arbitrary, non‐locally flat geometry [WWH*10, LSR*13].…”
Section: Previous Workmentioning
confidence: 99%
“…Penner and Borshukov [PB11] pre‐integrate the illumination effects of subsurface scattering due to curvature and shadowing into textures, assuming that surface normals can be pre‐blurred, and that soft shadows are used. Recent real‐time techniques use the diffusion approximation to render optically thick materials [WZT*08], including using finite elements and finite differences to support arbitrary, non‐locally flat geometry [WWH*10, LSR*13].…”
Section: Previous Workmentioning
confidence: 99%
“…These approaches, however, either restrict illumination to simple light sources or are not scalable to complex scenes. Recently, Li et al [33] focused on rendering translucent cutouts and presented TransCut. By implementing the algorithm on the GPU, they achieved interactive frame rates for small scenes.…”
Section: Subsurface Scattering Renderingmentioning
confidence: 99%
“…Li et al . [LSR*13] used the same tetrahedral representation but a more efficient method for constructing the coefficient matrix, which allowed realtime application under changing mesh topology. In contrast to our approach, all this work still focuses on rendering highly opaque media with well‐defined surfaces.…”
Section: Related Workmentioning
confidence: 99%