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
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Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
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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
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Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
All-frequency interactive relighting of translucent objects with single and multiple scattering
ACM SIGGRAPH 2005 Papers
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transactions on Visualization and Computer Graphics
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Real-time editing and relighting of homogeneous translucent materials
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Practical modeling and acquisition of layered facial reflectance
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ACM SIGGRAPH Asia 2008 papers
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SubEdit: a representation for editing measured heterogeneous subsurface scattering
ACM SIGGRAPH 2009 papers
All-frequency rendering of dynamic, spatially-varying reflectance
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ACM SIGGRAPH 2010 papers
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
Real-time single scattering inside inhomogeneous materials
The Visual Computer: International Journal of Computer Graphics
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
Interactive hair rendering and appearance editing under environment lighting
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A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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
TransCut: Interactive Rendering of Translucent Cutouts
IEEE Transactions on Visualization and Computer Graphics
Anisotropic spherical Gaussians
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
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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In this paper we present a new algorithm for accurate rendering of translucent materials under Spherical Gaussian (SG) lights. Our algorithm builds upon the quantized-diffusion BSSRDF model recently introduced in [dI11]. Our main contribution is an efficient algorithm for computing the integral of the BSSRDF with an SG light. We incorporate both single and multiple scattering components. Our model improves upon previous work by accounting for the incident angle of each individual SG light. This leads to more accurate rendering results, notably elliptical profiles from oblique illumination. In contrast, most existing models only consider the total irradiance received from all lights, hence can only generate circular profiles. Experimental results show that our method is suitable for rendering of translucent materials under finite-area lights or environment lights that can be approximated by a small number of SGs. © 2012 Wiley Periodicals, Inc.