Modeling pigmented materials for realistic image synthesis
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
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 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
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
ACM SIGGRAPH 2004 Papers
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Modeling and visualization of leaf venation patterns
ACM SIGGRAPH 2005 Papers
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Analysis of human faces using a measurement-based skin reflectance model
ACM SIGGRAPH 2006 Papers
A spectral shading model for human skin
ACM SIGGRAPH 2006 Sketches
ACM SIGGRAPH 2006 Sketches
Polarization Multiplexing and Demultiplexing for Appearance-Based Modeling
IEEE Transactions on Pattern Analysis and Machine Intelligence
Modeling ice dynamics as a thin-film Stefan problem
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM-SE 45 Proceedings of the 45th annual southeast regional conference
Physics-Based Subsurface Visualization of Human Tissue
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
Modeling and rendering of heterogeneous translucent materials using the diffusion equation
ACM Transactions on Graphics (TOG)
Estimating multi-layer scattering in faces using direct-indirect separation
ACM SIGGRAPH 2008 talks
Rendering translucent materials using photon diffusion
ACM SIGGRAPH 2008 classes
Principles of appearance acquisition and representation
ACM SIGGRAPH 2008 classes
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
A layered, heterogeneous reflectance model for acquiring and rendering human skin
ACM SIGGRAPH Asia 2008 papers
The Appearance of Human Skin: A Survey
Foundations and Trends® in Computer Graphics and Vision
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Light interaction with human skin: from believable images to predictable models
ACM SIGGRAPH ASIA 2008 courses
ACM SIGGRAPH 2009 papers
Rendering the effect of labradoescence
Proceedings of Graphics Interface 2009
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
ACM SIGGRAPH ASIA 2009 Courses
Advanced illumination techniques for GPU-based volume raycasting
ACM SIGGRAPH 2009 Courses
ACM SIGGRAPH 2009 Courses
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
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
3D face reconstructions from photometric stereo using near infrared and visible light
Computer Vision and Image Understanding
Light & Skin Interactions: Simulations for Computer Graphics Applications
Light & Skin Interactions: Simulations for Computer Graphics Applications
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
Measuring and modeling of multi-layered subsurface scattering for human skin
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
An augmented reality based teeth shade matching system
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Rendering of human skin during physical exercise
ACM SIGGRAPH 2012 Posters
A physically plausible model for light emission from glowing solid objects
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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
Physically based real-time translucency for leaves
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
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
Perceptual importance of lighting phenomena in rendering of animated water
ACM Transactions on Applied Perception (TAP)
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
An empirical study on the effects of translucency on photometric stereo
The Visual Computer: International Journal of Computer Graphics
Inverse volume rendering with material dictionaries
ACM Transactions on Graphics (TOG)
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Hi-index | 0.00 |
This paper introduces a shading model for light diffusion in multi-layered translucent materials. Previous work on diffusion in translucent materials has assumed smooth semi-infinite homogeneous materials and solved for the scattering of light using a dipole diffusion approximation. This approximation breaks down in the case of thin translucent slabs and multi-layered materials. We present a new efficient technique based on multiple dipoles to account for diffusion in thin slabs. We enhance this multipole theory to account for mismatching indices of refraction at the top and bottom of of translucent slabs, and to model the effects of rough surfaces. To model multiple layers, we extend this single slab theory by convolving the diffusion profiles of the individual slabs. We account for multiple scattering between slabs by using a variant of Kubelka-Munk theory in frequency space. Our results demonstrate diffusion of light in thin slabs and multi-layered materials such as paint, paper, and human skin.