Monte Carlo methods. Vol. 1: basics
Monte Carlo methods. Vol. 1: basics
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Particle transport and image synthesis
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Modeling pigmented materials for realistic image synthesis
ACM Transactions on Graphics (TOG)
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Environment matting and compositing
Proceedings of the 26th 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
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Plane-Parallel Radiance Transport for Global Illumination in Vegetation
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Homomorphic factorization of BRDFs for high-performance rendering
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 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
Acquisition and rendering of transparent and refractive objects
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Interactive subsurface scattering for translucent meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2004 Papers
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
GI '05 Proceedings of Graphics Interface 2005
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
A rapid hierarchical rendering technique for translucent materials
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Realistic materials in computer graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
A Monte Carlo method for solving unsteady adjoint equations
Journal of Computational Physics
ACM SIGGRAPH 2009 papers
Principles of Appearance Acquisition and Representation
Foundations and Trends® in Computer Graphics and Vision
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Journal of Biomedical Imaging
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
An integrated color changing simulation system based on colorimetric and chemical modeling
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
An illumination model for a skin layer bounded by rough surfaces
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Dirty glass: rendering contamination on transparent surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We describe a new mathematical framework for solving a wide variety of rendering problems based on a non-linear integral scattering equation. This framework treats the scattering functions of complex aggregate objects as first-class rendering primitives; these scattering functions accurately account for all scattering events inside them. We also describe new techniques for computing scattering functions from the composition of scattering objects. We demonstrate that solution techniques based on this new approach can be more efficient than previous techniques based on radiance transport and the equation of transfer and we apply these techniques to a number of problems in rendering scattering from complex surfaces.