SIGGRAPH '86 Proceedings of the 13th 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
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
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A novel cubic-order algorithm for approximating principal direction vectors
ACM Transactions on Graphics (TOG)
Curvature-based shading of translucent materials, such as human skin
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Gpu gems 3
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
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To synthesize a realistic human animation using computer graphics, it is necessary to simulate subsurface scattering inside a human skin. We have developed a curvature-dependent reflectance functions (CDRF) which mimics the presence of a subsurface scattering effect. In this approach, we provide only a single parameter that represents the intensity of incident light scattering in a translucent material. We implemented our algorithm as a hardware-accelerated real-time renderer with a HLSL pixel shader. This approach is easily implementable on the GPU and does not require any complicated preprocessing and multi-pass rendering as is often the case in this area of research.