Phenomenological Transparency


IEEE Transactions of Visualization and Computer Graphics

Morgan McGuire, NVIDIA and Williams College
Michael Mara, NVIDIA and Stanford University

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Abstract
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Abstract

Translucent objects such as fog, clouds, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually-compelling shots. Unfortunately, they are hard to render in real-time and have thus previously been rendered poorly compared to opaque surfaces.

This paper describes a model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying (“colored”) transmission, translucent colored shadows, caustics, volumetric light and shadowing, partial coverage, diffusion, and refraction. All render efficiently with order-independent draw calls and low bandwidth. We include source code.

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BibTex


@article{McGuire2017Transparency,
  author = {Morgan McGuire and Michael Mara},
  title = {Phenomenological Transparency},
  month = {February},
  journal = {IEEE Transactions of Visualization and Computer Graphics (to appear)},
  year = {2017},
  pages = {14},
  url = {http://graphics.cs.williams.edu/papers/TransparencyTVCG17}
}