Applications of world projections
Proceedings on Graphics Interface '86/Vision Interface '86
Extending the radiosity method to include specularly reflecting and translucent materials
ACM Transactions on Graphics (TOG)
A butterfly subdivision scheme for surface interpolation with tension control
ACM Transactions on Graphics (TOG)
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interpolating Subdivision for meshes with arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
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
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
An efficient representation for irradiance environment maps
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
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
Efficient rendering of spatial bi-directional reflectance distribution functions
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Interactive subsurface scattering for translucent meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th 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
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference 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
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 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
Eikonal rendering: efficient light transport in refractive objects
ACM SIGGRAPH 2007 papers
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Curvature-dependent local illumination approximation for translucent materials
SIGGRAPH '09: Posters
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
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
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
A simplified model for inhomogeneous subsurface scattering
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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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Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering effects. Unlike previously proposed work, our algorithm allows to interactively change lighting, viewpoint, subsurface scattering properties, as well as object geometry.The key idea of our approach is to use a hierarchical boundary element method to solve the integral describing subsurface scattering when using a recently proposed analytical BSSRDF model. Our approach is inspired by hierarchical radiosity with clustering. The success of our approach is in part due to a semi-analytical integration method that allows to compute needed point-to-patch form-factor like transport coefficients efficiently and accurately where other methods fail.Our experiments show that high-quality renderings of translucent objects consisting of tens of thousands of polygons can be obtained from scratch in fractions of a second. An incremental update algorithm further speeds up rendering after material or geometry changes.