Spatial Adjacency Maps
for Translucency Simulation under General Illumination

Sebastian Maisch    Timo Ropinski

Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore, translucent shadow maps introduce limitations to shadow mapping techniques exploiting the same maps. In this paper we present a novel approach for rendering translucent materials at interactive frame rates. Our approach allows for an efficient calculation of translucency with native support for general illumination conditions, especially area and environment lighting, at high accuracy. The proposed technique's only parameter is the used diffusion profile, and thus it works out of the box without any parameter tuning. Furthermore, it can be used in combination with any existing surface diffusion techniques to add translucency effects. Our approach introduces Spatial Adjacency Maps that depend on precalculations to be done for fixed meshes. We show that these maps can be updated in real time to also handle deforming meshes and that our results are of superior quality as compared to other well known real-time techniques for rendering translucency.


Sebastian Maisch Timo Ropinski:
Spatial Adjacency Maps for Translucency Simulation under General Illumination,
CGF (Computer Graphics Forum)

Additional Materials:


  journal = {Computer Graphics Forum},
  title = {{Spatial Adjacency Maps for Translucency Simulation under General Illumination}},
  author = {Maisch, Sebastian and Ropinski, Timo},
  year = {2017},
  publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
  ISSN = {1467-8659},
  DOI = {10.1111/cgf.13139}