Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A comprehensive physical model for light reflection
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
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
Object shape and reflectance modeling from observation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A framework for realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Inverse global illumination: recovering reflectance models of real scenes from photographs
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
A microfacet-based BRDF generator
Proceedings of the 27th 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
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
A signal-processing framework for inverse 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
Texturing and Modeling
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Frequency space environment map rendering
Proceedings of the 29th 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
Rendering Iridescent Colors of Optical Disks
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th 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
Image-based BRDF measurement including human skin
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Efficient Rendering of Local Subsurface Scattering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2004 Papers
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Courses
Precomputed radiance transfer: theory and practice
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
ACM-SE 45 Proceedings of the 45th annual southeast regional conference
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Efficient rendering of human skin
EGSR'07 Proceedings of the 18th 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
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We propose a simple lighting model to incorporate subsurface scattering effects within the local illumination framework. Subsurface scattering is relatively local due to its exponential falloff and has little effect on the appearance of neighboring objects. These observations have motivated us to approximate the BSSRDF model and to model subsurface scattering effects by using only local illumination. Our model is able to capture the most important features of subsurface scattering: reflection and transmission due to multiple scattering.In our approach we build the neighborhood information as a preprocess and modify the traditional local illumination model into a run-time two-stage process. In the first stage we compute the reflection and transmission of light on the surface. The second stage involves bleeding the scattering effects from a vertex's neighborhood to produce the final result. We then show how to merge the run-time two-stage process into a run-time single-stage process using precomputed integral. The complexity of our run-time algorithm is O(N), where N is the number of vertices. Using this approach, we achieve interactive frame rates with about one to two orders of magnitude speedup compared with the state-of-the-art methods.