SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A fast algorithm for particle simulations
Journal of Computational Physics - Special issue: commenoration of the 30th anniversary
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
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
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Noise-free BSSRDF rendering on the cheap
ACM SIGGRAPH 2007 posters
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A layered, heterogeneous reflectance model for acquiring and rendering human skin
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH 2009 papers
Smoother subsurface scattering
SIGGRAPH 2009: Talks
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
SIAM Journal on Scientific Computing
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Efficient rendering of human skin
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Rendering translucent materials using photon diffusion
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Diffusion curve textures for resolution independent texture mapping
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Fabricating translucent materials using continuous pigment mixtures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM SIGGRAPH 2013 Talks
An empirical study on the effects of translucency on photometric stereo
The Visual Computer: International Journal of Computer Graphics
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
Augmenting physical avatars using projector-based illumination
ACM Transactions on Graphics (TOG)
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials and near the point of illumination. The new diffusion solution accurately decouples single and multiple scattering. We then derive a novel, analytic, extended-source solution to the multilayer search-light problem by quantizing the diffusion Green's function. This allows the application of the diffusion multipole model to material layers several orders of magnitude thinner than previously possible and creates accurate results under high-frequency illumination. Quantized diffusion provides both a new physical foundation and a variable-accuracy construction method for sum-of-Gaussians BSSRDFs, which have many useful properties for efficient rendering and appearance capture. Our BSSRDF maps directly to previous real-time rendering algorithms. For film production rendering, we propose several improvements to previous hierarchical point cloud algorithms by introducing a new radial-binning data structure and a doubly-adaptive traversal strategy.