Monte Carlo methods. Vol. 1: basics
Monte Carlo methods. Vol. 1: basics
Extending the radiosity method to include specularly reflecting and translucent materials
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
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd 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
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
Photographic tone reproduction for digital images
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
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
Proceedings of the 12th Eurographics Workshop on Rendering 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
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
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
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
A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
GI '05 Proceedings of Graphics Interface 2005
Dynamic aspects of real-time face-rendering
Proceedings of the ACM symposium on Virtual reality software and technology
Light Scattering from Filaments
IEEE Transactions on Visualization and Computer Graphics
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
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
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
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Rendering translucent materials using photon diffusion
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Physically based real-time translucency for leaves
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Accelerated light propagation through participating media
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
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A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image-space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.