Abstract [eng] |
This thesis focuses on partially transparent objects lighting, where light distribution may be written in BTDF1, algorithm supports multi-colored shadows. It is real-time method and can be fully implemented in modern graphics hardware. Algorithm divides object into layers, in each of them is stored information about how much light is absorbed in that layer, and where light hit visible object surface. On rendering particular point we take appropriate layer (opacity map) and light absorption intensity is linearly interpolated between different distances stored in other opacity maps. |