SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Recovering high dynamic range radiance maps from photographs
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Global conformal surface parameterization
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Computational Aspects of Diffuse Optical Tomography
Computing in Science and Engineering
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
Cross-parameterization and compatible remeshing of 3D models
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
All-frequency interactive relighting of translucent objects with single and multiple scattering
ACM SIGGRAPH 2005 Papers
A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
GI '05 Proceedings of Graphics Interface 2005
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Acquiring scattering properties of participating media by dilution
ACM SIGGRAPH 2006 Papers
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
SubEdit: a representation for editing measured heterogeneous subsurface scattering
ACM SIGGRAPH 2009 papers
Principles of Appearance Acquisition and Representation
Foundations and Trends® in Computer Graphics and Vision
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Hexahedral shell mesh construction via volumetric polycube map
Proceedings of the 14th ACM Symposium on Solid and Physical Modeling
SSLPV: subsurface light propagation volumes
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Constructing hexahedral shell meshes via volumetric polycube maps
Computer-Aided Design
Real-time spherical harmonics based subsurface scattering
ICIAR'12 Proceedings of the 9th international conference on Image Analysis and Recognition - Volume Part I
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Interactive albedo editing in path-traced volumetric materials
ACM Transactions on Graphics (TOG)
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Inverse volume rendering with material dictionaries
ACM Transactions on Graphics (TOG)
Solid texture synthesis for heterogeneous translucent materials
The Visual Computer: International Journal of Computer Graphics
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In this article, we propose techniques for modeling and rendering of heterogeneous translucent materials that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, we present the inverse diffusion algorithm for acquiring material properties from appearance measurements. This modeling algorithm incorporates a regularizer to handle the ill-conditioning of the inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. To render an object with known material properties, we present the polygrid diffusion algorithm, which solves the diffusion equation with a boundary condition defined by the given illumination environment. This rendering technique is based on representation of an object by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, our rendering algorithm can be implemented on the GPU for real-time performance. We demonstrate our techniques by capturing materials from physical samples and performing real-time rendering and editing with these materials.