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2. Phenomenological Transparency
 
 # Phenomenological Transparency

  ![](/sites/default/files/styles/wide/public/pubs/2017-03_Phenomenological-Transparency/icon.png?itok=Be-jk9AY)

 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"&#157;) 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.



 ## Authors



Morgan McGuire (NVIDIA)

Michael Mara (NVIDIA)

 

 

 ## Publication Date



Wednesday, March 1, 2017

 

 ## Published in



[IEEE Transactions on Visualization and Computer Graphics](https://www.computer.org/web/tvcg)

 

 ## Research Area



[Computer Graphics](/research-area/computer-graphics)

 

 

 ## External Links



[Video Results](https://www.youtube.com/watch?v=8ycz303HV_A)

 

 

 ## Uploaded Files



[Paper preprint](https://research.nvidia.com/sites/default/files/pubs/2017-03_Phenomenological-Transparency/McGuire2017Transparency.pdf "Open file in new window")39.46 MB

 

 

 ## Copyright



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