Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th 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
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
Efficient Rendering of Local Subsurface Scattering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
ACM SIGGRAPH 2004 Papers
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Rendering translucent materials using photon diffusion
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH 2009 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
Rendering discrete random media using precomputed scattering solutions
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
Accelerated light propagation through participating media
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Subsurface scattering is a fundamental aspect of surface appearance responsible for the characteristic look of many materials. Monte Carlo path tracing techniques can be employed with high accuracy to simulate the scattering of light inside a translucent object, albeit at the cost of long computation times. In a seminal work, Jensen et al. [JMLH01] presented a more efficient technique to simulate subsurface scattering that, while producing accurate results for translucent, optically-thick, materials, exhibits artifacts for semi-transparent, optically-thin, ones, especially in regions of high-curvature. This paper presents a hybrid Monte Carlo technique capable of simulating a wide range of materials exhibiting subsurface scattering, from translucent to semi-transparent ones, with an accuracy comparable to Monte Carlo techniques but at a much lower computational cost. Our approach utilizes a Monte Carlo path tracing approach for the first several scattering events, in order to estimate the directional-diffuse component of subsurface scattering, and switches to a dipole diffusion approximation only when the path penetrates deeply enough into the surface. By combining the accuracy of Monte Carlo integration with the efficiency of the dipole diffusion approximation, our hybrid method produces results as accurate as full Monte Carlo simulations at a speed comparable to the Jensen et al. approximation, thus extending its usefulness to a much wider range of materials.