SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A global illumination solution for general reflectance distributions
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd 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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Realistic image synthesis for scenes with radiatively participating media
Realistic image synthesis for scenes with radiatively participating media
A signal-processing framework for reflection
ACM Transactions on Graphics (TOG)
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
Rendering discrete random media using precomputed scattering solutions
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Detail preserving continuum simulation of straight hair
ACM SIGGRAPH 2009 papers
Capturing hair assemblies fiber by fiber
ACM SIGGRAPH Asia 2009 papers
A practical approach for photometric acquisition of hair color
ACM SIGGRAPH Asia 2009 papers
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
An artist friendly hair shading system
ACM SIGGRAPH 2010 papers
HDR light probe sequence resampling for realtime incident light field rendering
Proceedings of the 25th Spring Conference on Computer Graphics
Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
ISHair: Importance Sampling for Hair Scattering
Computer Graphics Forum
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A volumetric approach to predictive rendering of fabrics
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Single photo estimation of hair appearance
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Real-time rendering of animated hair under dynamic, low-frequency environmental lighting
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Importance sampling for physically-based hair fiber models
SIGGRAPH Asia 2013 Technical Briefs
Hi-index | 0.00 |
Previous research has shown that a global multiple scattering simulation is needed to achieve physically realistic renderings of hair, particularly light-colored hair with low absorption. However, previous methods have either sacrificed accuracy or have been too computationally expensive for practical use. In this paper we describe a physically based, volumetric rendering method that computes multiple scattering solutions, including directional effects, much faster than previous accurate methods. Our two-pass method first traces light paths through a volumetric representation of the hair, contributing power to a 3D grid of spherical harmonic coefficients that store the directional distribution of scattered radiance everywhere in the hair volume. Then, in a ray tracing pass, multiple scattering is computed by integrating the stored radiance against the scattering functions of visible fibers using an efficient matrix multiplication. Single scattering is computed using conventional direct illumination methods. In our comparisons the new method produces quality similar to that of the best previous methods, but computes multiple scattering more than 10 times faster.