Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
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
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 Rendering of Translucent Objects
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 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
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Real-time editing and relighting of homogeneous translucent materials
The Visual Computer: International Journal of Computer Graphics
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
Heterogeneous Subsurface Scattering Using the Finite Element Method
IEEE Transactions on Visualization and Computer Graphics
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Rendering translucent materials using photon diffusion
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Light propagation in scenes with translucent objects is hard to model efficiently for interactive applications. The inter-reflections between objects and their environments and the subsurface scattering through the materials intertwine to produce visual effects like color bleeding, light glows and soft shading. Monte-Carlo based approaches have demonstrated impressive results but are computationally expensive, and faster approaches model either only inter-reflections or only subsurface scattering. In this paper, we present a simple analytic model that combines diffuse inter-reflections and isotropic subsurface scattering. Our approach extends the classical work in radiosity by including a subsurface scattering matrix that operates in conjunction with the traditional form-factor matrix. This subsurface scattering matrix can be constructed using analytic, measurement-based or simulation-based models and can capture both homogeneous and heterogeneous translucencies. Using a fast iterative solution to radiosity, we demonstrate scene relighting and dynamically varying object translucencies at near interactive rates.