Journal of Computational Physics
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
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 ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th 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
Interactive subsurface scattering for translucent meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D 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
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Efficient Rendering of Local Subsurface Scattering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Interactive rendering of translucent deformable objects
ACM SIGGRAPH 2003 Sketches & Applications
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
Perceiving translucent materials
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
ACM SIGGRAPH 2004 Papers
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
A signal-processing framework for reflection
ACM Transactions on Graphics (TOG)
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
Low-Level Image Cues in the Perception of Translucent Materials
ACM Transactions on Applied Perception (TAP)
A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
GI '05 Proceedings of Graphics Interface 2005
Analysis of human faces using a measurement-based skin reflectance model
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Courses
Realistic materials in computer graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Noise-free BSSRDF rendering on the cheap
ACM SIGGRAPH 2007 posters
Fast rendering of realistic faces with wavelength dependent normal maps
ACM SIGGRAPH 2007 posters
Shading food: making it tasty for ratatouille
ACM SIGGRAPH 2007 courses
Curvature-based shading of translucent materials, such as human skin
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
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
A layered, heterogeneous reflectance model for acquiring and rendering human skin
ACM SIGGRAPH Asia 2008 papers
Light interaction with human skin: from believable images to predictable models
ACM SIGGRAPH ASIA 2008 courses
ACM SIGGRAPH 2009 papers
SubEdit: a representation for editing measured heterogeneous subsurface scattering
ACM SIGGRAPH 2009 papers
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Smoother subsurface scattering
SIGGRAPH 2009: Talks
Screen-space perceptual rendering of human skin
ACM Transactions on Applied Perception (TAP)
Principles of Appearance Acquisition and Representation
Foundations and Trends® in Computer Graphics and Vision
Image-space subsurface scattering for interactive rendering of deformable translucent objects
IEEE Computer Graphics and Applications - Special issue title on generating 3D building models a VR playground for teaching math
Rendering of translucent objects based upon PRT techniques
ICCSA'07 Proceedings of the 2007 international conference on Computational science and its applications - Volume Part III
Curvature-dependent reflectance function for rendering translucent materials
ACM SIGGRAPH 2010 Talks
Light & Skin Interactions: Simulations for Computer Graphics Applications
Light & Skin Interactions: Simulations for Computer Graphics Applications
Parallel Poisson disk sampling with spectrum analysis on surfaces
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
A new photographing apparatus for skin maps of human face rendering
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part II
An approximate image-space approach for real-time rendering of deformable translucent objects
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Image-Based generation of facial skin texture with make-up
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Perceptual reparameterization of material properties
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
Efficient rendering of human skin
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Rapid acquisition of specular and diffuse normal maps from polarized spherical gradient illumination
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
A spectral BSSRDF for shading human skin
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Color enhancement for rapid prototyping
VAST'08 Proceedings of the 9th International conference on Virtual Reality, Archaeology and Cultural Heritage
A methodology for the physically accurate visualisation of roman polychrome statuary
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Stratified point sampling of 3D models
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Fabricating translucent materials using continuous pigment mixtures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Understanding the role of phase function in translucent appearance
ACM Transactions on Graphics (TOG)
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Solid texture synthesis for heterogeneous translucent materials
The Visual Computer: International Journal of Computer Graphics
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat the surface from the evaluation of scattering inside the material.This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.