The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
SIGGRAPH '89 Proceedings of the 16th 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
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
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
A microfacet-based BRDF generator
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Photorealistic rendering of knitwear using the lumislice
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
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Measuring and modeling the appearance of finished wood
ACM SIGGRAPH 2005 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Simulating knitted cloth at the yarn level
ACM SIGGRAPH 2008 papers
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Heterogeneous Subsurface Scattering Using the Finite Element Method
IEEE Transactions on Visualization and Computer Graphics
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Microfacet models for refraction through rough surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Building volumetric appearance models of fabric using micro CT imaging
ACM SIGGRAPH 2011 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Structure-aware synthesis for predictive woven fabric appearance
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Embroidery modeling and rendering
Proceedings of Graphics Interface 2012
A Cell-Based Light Interaction Model for Human Blood
Computer Graphics Forum
A volumetric approach to predictive rendering of fabrics
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
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)
A practical microcylinder appearance model for cloth rendering
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
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
Interactive appearance design in the presence of optically complex materials
MAM '13 Proceedings of the Eurographics 2013 Workshop on Material Appearance Modeling: Issues and Acquisition
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The radiative transfer framework that underlies all current rendering of volumes is limited to scattering media whose properties are invariant to rotation. Many systems allow for "anisotropic scattering," in the sense that scattered intensity depends on the scattering angle, but the standard equation assumes that the structure of the medium is isotropic. This limitation impedes physics-based rendering of volume models of cloth, hair, skin, and other important volumetric or translucent materials that do have anisotropic structure. This paper presents an end-to-end formulation of physics-based volume rendering of anisotropic scattering structures, allowing these materials to become full participants in global illumination simulations. We begin with a generalized radiative transfer equation, derived from scattering by oriented non-spherical particles. Within this framework, we propose a new volume scattering model analogous to the well-known family of microfacet surface reflection models; we derive an anisotropic diffusion approximation, including the weak form required for finite element solution and a way to compute the diffusion matrix from the parameters of the scattering model; and we also derive a new anisotropic dipole BSSRDF for anisotropic translucent materials. We demonstrate results from Monte Carlo, finite element, and dipole simulations. All these contributions are readily implemented in existing rendering systems for volumes and translucent materials, and they all reduce to the standard practice in the isotropic case.