A signal-processing framework for inverse rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Unified Approach to Prefiltered Environment Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Microfacet models for refraction through rough surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time rough refraction via LEAN mapping and Gaussian sum reduction
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complexifies 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 scattering function (BSDF = BRDF + BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry 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 raytracing.