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An extension of the light meshes method for three-dimensional scenes with semitransparent surfaces

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Abstract

The light meshes method (a modification of the Whitted backwards recursive ray tracing) was justified and studied for scenes consisting of opaque surfaces. Its main difference from the basic method is that the rendered image may include soft shadows (i.e., point sources are simulated by area sources). This study makes a further step in the development of this method: it is extended for rendering scenes containing semitransparent surfaces. A few computational schemes are considered and, for each of them, the difference between the image calculated by the standard scheme and obtained by the application of the light meshes method is shown.

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Correspondence to V. A. Debelov.

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Original Russian Text © V.A. Debelov, G.G. Smirnova, L.F. Vasilyeva, 2008, published in Programmirovanie, 2008, Vol. 34, No. 5.

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Debelov, V.A., Smirnova, G.G. & Vasilyeva, L.F. An extension of the light meshes method for three-dimensional scenes with semitransparent surfaces. Program Comput Soft 34, 271–278 (2008). https://doi.org/10.1134/S0361768808050046

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  • DOI: https://doi.org/10.1134/S0361768808050046

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