Seamless texture mapping of subdivision surfaces by model pelting and texture blending
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
Proceedings of the 29th 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 subsurface scattering for translucent meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
Real-time rendering of plant leaves
ACM SIGGRAPH 2005 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
All-frequency interactive relighting of translucent objects with single and multiple scattering
ACM SIGGRAPH 2005 Papers
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Analysis of human faces using a measurement-based skin reflectance model
ACM SIGGRAPH 2006 Papers
Rapid acquisition of specular and diffuse normal maps from polarized spherical gradient illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A spectral BSSRDF for shading human skin
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
A layered, heterogeneous reflectance model for acquiring and rendering human skin
ACM SIGGRAPH Asia 2008 papers
Screen-space perceptual rendering of human skin
ACM Transactions on Applied Perception (TAP)
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
A practical appearance model for dynamic facial color
ACM SIGGRAPH Asia 2010 papers
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
SSLPV: subsurface light propagation volumes
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Real-time and interactive rendering for translucent materials such as human skin
HCII'11 Proceedings of the 1st international conference on Human interface and the management of information: interacting with information - Volume Part II
Genetic programming for shader simplification
Proceedings of the 2011 SIGGRAPH Asia Conference
An augmented reality based teeth shade matching system
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Adaptive surface splatting for facial rendering
Computer Animation and Virtual Worlds
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Facial expression composition using dynamic displacement mapping
Proceedings of the 27th Spring Conference on Computer Graphics
Digital storytelling within virtual environments: "the battle of thermopylae"
Transactions on Edutainment IX
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Existing offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate rendering of multi-layer skin that achieves similar visual quality but runs orders of magnitude faster. We show that sums of Gaussians provide an accurate approximation of translucent layer diffusion profiles, and use this observation to build a novel skin rendering algorithm based on texture space diffusion and translucent shadow maps. Our technique requires a parameterized model but does not otherwise rely on any precomputed information, and thus extends trivially to animated or deforming models. We achieve about 30 frames per second for realistic real-time rendering of deformable human skin under dynamic lighting.