Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
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
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
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
Rendering fake soft shadows with smoothies
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
Realistic shading of human skin in real time
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
A lighting model for general participating media
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
GI '05 Proceedings of Graphics Interface 2005
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
A system for efficient rendering of human skin
ACM SIGGRAPH 2007 sketches
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
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Rendering translucent materials using photon diffusion
ACM SIGGRAPH 2008 classes
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
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
SSLPV: subsurface light propagation volumes
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Translucent material transfer based on single images
SIGGRAPH Asia 2011 Sketches
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
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Real-time spherical harmonics based subsurface scattering
ICIAR'12 Proceedings of the 9th international conference on Image Analysis and Recognition - Volume Part I
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient rendering of human skin
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 simplified model for inhomogeneous subsurface scattering
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Accelerated light propagation through participating media
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
Rapid and authentic rendering of translucent materials using depth-maps from multi-viewpoint
SIGGRAPH Asia 2012 Posters
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Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. This filtering is done efficiently using a hierarchical approach. We describe optimizations for an implementation of Translucent Shadow Maps on contemporary graphics hardware, that can render complex translucent objects with varying light and material properties in real-time.